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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2026 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
#include <atomic>
#include <condition_variable>
#include <cstddef>
#include <cstdint>
#include <functional>
#include <memory>
#include <mutex>
#include <vector>
#include "memory.h"
#include "numa.h"
#include "position.h"
#include "search.h"
#include "thread_win32_osx.h"
namespace Stockfish {
class OptionsMap;
using Value = int;
// Sometimes we don't want to actually bind the threads, but the recipient still
// needs to think it runs on *some* NUMA node, such that it can access structures
// that rely on NUMA node knowledge. This class encapsulates this optional process
// such that the recipient does not need to know whether the binding happened or not.
class OptionalThreadToNumaNodeBinder {
public:
OptionalThreadToNumaNodeBinder(NumaIndex n) :
numaConfig(nullptr),
numaId(n) {}
OptionalThreadToNumaNodeBinder(const NumaConfig& cfg, NumaIndex n) :
numaConfig(&cfg),
numaId(n) {}
NumaReplicatedAccessToken operator()() const {
if (numaConfig != nullptr)
return numaConfig->bind_current_thread_to_numa_node(numaId);
else
return NumaReplicatedAccessToken(numaId);
}
private:
const NumaConfig* numaConfig;
NumaIndex numaId;
};
// Abstraction of a thread. It contains a pointer to the worker and a native thread.
// After construction, the native thread is started with idle_loop()
// waiting for a signal to start searching.
// When the signal is received, the thread starts searching and when
// the search is finished, it goes back to idle_loop() waiting for a new signal.
class Thread {
public:
Thread(Search::SharedState&,
std::unique_ptr<Search::ISearchManager>,
size_t,
size_t,
size_t,
OptionalThreadToNumaNodeBinder);
virtual ~Thread();
void idle_loop();
void start_searching();
void clear_worker();
void run_custom_job(std::function<void()> f);
void ensure_network_replicated();
// Thread has been slightly altered to allow running custom jobs, so
// this name is no longer correct. However, this class (and ThreadPool)
// require further work to make them properly generic while maintaining
// appropriate specificity regarding search, from the point of view of an
// outside user, so renaming of this function is left for whenever that happens.
void wait_for_search_finished();
size_t id() const { return idx; }
LargePagePtr<Search::Worker> worker;
std::function<void()> jobFunc;
private:
std::mutex mutex;
std::condition_variable cv;
size_t idx, idxInNuma, totalNuma, nthreads;
bool exit = false, searching = true; // Set before starting std::thread
NativeThread stdThread;
NumaReplicatedAccessToken numaAccessToken;
};
// ThreadPool struct handles all the threads-related stuff like init, starting,
// parking and, most importantly, launching a thread. All the access to threads
// is done through this class.
class ThreadPool {
public:
ThreadPool() {}
~ThreadPool() {
// destroy any existing thread(s)
if (threads.size() > 0)
{
main_thread()->wait_for_search_finished();
threads.clear();
}
}
ThreadPool(const ThreadPool&) = delete;
ThreadPool(ThreadPool&&) = delete;
ThreadPool& operator=(const ThreadPool&) = delete;
ThreadPool& operator=(ThreadPool&&) = delete;
void start_thinking(const OptionsMap&, Position&, StateListPtr&, Search::LimitsType);
void run_on_thread(size_t threadId, std::function<void()> f);
void wait_on_thread(size_t threadId);
size_t num_threads() const;
void clear();
void set(const NumaConfig& numaConfig,
Search::SharedState,
const Search::SearchManager::UpdateContext&);
Search::SearchManager* main_manager();
Thread* main_thread() const { return threads.front().get(); }
uint64_t nodes_searched() const;
uint64_t tb_hits() const;
Thread* get_best_thread() const;
void start_searching();
void wait_for_search_finished() const;
std::vector<size_t> get_bound_thread_count_by_numa_node() const;
void ensure_network_replicated();
std::atomic_bool stop, increaseDepth;
auto cbegin() const noexcept { return threads.cbegin(); }
auto begin() noexcept { return threads.begin(); }
auto end() noexcept { return threads.end(); }
auto cend() const noexcept { return threads.cend(); }
auto size() const noexcept { return threads.size(); }
auto empty() const noexcept { return threads.empty(); }
private:
StateListPtr setupStates;
std::vector<std::unique_ptr<Thread>> threads;
std::vector<NumaIndex> boundThreadToNumaNode;
uint64_t accumulate(std::atomic<uint64_t> Search::Worker::* member) const {
uint64_t sum = 0;
for (auto&& th : threads)
sum += (th->worker.get()->*member).load(std::memory_order_relaxed);
return sum;
}
};
} // namespace Stockfish
#endif // #ifndef THREAD_H_INCLUDED
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