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[/] [connect-6/] [trunk/] [CONNECTK/] [connectk-2.0/] [src/] [ai/] [thread.c] - Blame information for rev 4

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Line No. Rev Author Line
1 3 sumanta.ch
 
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/*
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connectk -- a program to play the connect-k family of games
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Copyright (C) 2007 Michael Levin
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
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*/
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#include "config.h"
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#include <glib.h>
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#include "../shared.h"
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#include "../connectk.h"
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/* FIXME: The AI thread function busy waits on Windows. For some reason, it fails to
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   deadlock itself on mutex1! */
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int ai_stop = 0;
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static GMutex *ai_mutex1, *ai_mutex2;
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static guint ai_done_source = 0;
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static AIMove ai_move;
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static GThread *ai_thread;
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static int ai_halt = 0;
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static gboolean ai_done(gpointer user_data)
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{
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        if (opt_debug_thread)
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                g_debug("ai_done(): making AI move");
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        make_move(ai_move.x, ai_move.y);
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        return FALSE;
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}
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AIMoves *run_ai(Player *player)
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{
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        AIMoves *moves;
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        AIFunc func;
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        if (opt_debug_thread)
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                g_debug("run_ai(): running AI function");
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        ai_stop = FALSE;
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        func = ai(player->ai)->func;
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        if (!func)
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                return NULL;
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        moves = func(board);
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        if (player->search)
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                search(board, moves, player);
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        ai_stop = FALSE;
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        return moves;
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}
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static gpointer ai_thread_func(gpointer user_data)
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{
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        for (;;) {
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                AIMoves *moves;
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                if (opt_debug_thread)
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                        g_debug("ai_thread_func(): locking mutex1");
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                g_mutex_lock(ai_mutex1);
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                if (opt_debug_thread)
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                        g_debug("ai_thread_func(): mutex1 locked");
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                if (ai_halt) {
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                        ai_halt = FALSE;
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                        g_mutex_unlock(ai_mutex1);
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                        return NULL;
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                }
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                if (opt_debug_thread)
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                        g_debug("ai_thread_func(): locking mutex2");
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                g_mutex_lock(ai_mutex2);
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                if (opt_debug_thread)
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                        g_debug("ai_thread_func(): mutex2 locked");
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                if (ai(players[board->turn].ai)->func && !opt_pause_ai &&
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                    !board->won) {
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                        ai_move.x = -1;
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                        ai_move.y = -1;
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                        moves = run_ai(players + board->turn);
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                        /* Choose an adjacent move if the AI returns nothing */
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                        if (!aimoves_choose(moves, &ai_move)) {
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                                aimoves_free(moves);
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                                moves = ai_adjacent(board);
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                                aimoves_choose(moves, &ai_move);
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                        }
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                        /* Print the move list utility */
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                        if (opt_print_u)
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                                g_debug("AI %s utility %d (0x%x)",
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                                        ai(players[board->turn].ai)->s_desc,
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                                        moves->utility, moves->utility);
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                        ai_done_source = g_timeout_add(0, ai_done, NULL);
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                        aimoves_free(moves);
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                }
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                g_mutex_unlock(ai_mutex2);
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                if (opt_debug_thread)
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                        g_debug("ai_thread_func(): mutex2 unlocked");
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                g_thread_yield();
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        }
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        return NULL;
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}
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void stop_ai(void)
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{
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        ai_stop = TRUE;
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#ifndef NO_TRYLOCK
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        if (opt_debug_thread)
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                g_debug("stop_ai(): trylocking mutex1");
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        g_mutex_trylock(ai_mutex1);
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#endif
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        if (opt_debug_thread)
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                g_debug("stop_ai(): locking mutex2");
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        g_mutex_lock(ai_mutex2);
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        if (opt_debug_thread)
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                g_debug("stop_ai(): mutex2 locked");
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        if (ai_done_source) {
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                g_source_remove(ai_done_source);
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                ai_done_source = 0;
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        }
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        g_mutex_unlock(ai_mutex2);
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        if (opt_debug_thread)
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                g_debug("stop_ai(): mutex2 unlocked");
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}
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void start_ai(void)
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{
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        if (players[board->turn].ai == PLAYER_HUMAN)
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                return;
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#ifndef NO_TRYLOCK
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        if (opt_debug_thread)
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                g_debug("start_ai(): trylocking mutex1");
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        g_mutex_trylock(ai_mutex1);
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#endif
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        g_mutex_unlock(ai_mutex1);
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        if (opt_debug_thread)
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                g_debug("stop_ai(): mutex1 unlocked");
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}
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void halt_ai_thread(void)
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{
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        if (opt_debug_thread)
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                g_debug("halt_ai_thread(): unlocking mutex1, joining thread");
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        ai_stop = TRUE;
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        ai_halt = TRUE;
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        g_mutex_unlock(ai_mutex1);
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        g_thread_join(ai_thread);
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        if (opt_debug_thread)
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                g_debug("halt_ai_thread(): mutex1 unlocked");
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}
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void start_ai_thread(void)
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{
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        GError *error = NULL;
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        g_thread_init(NULL);
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        ai_mutex1 = g_mutex_new();
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        ai_mutex2 = g_mutex_new();
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        g_mutex_lock(ai_mutex1);
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        if (opt_debug_thread)
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                g_debug("start_ai_thread(): mutex1, mutex2 locked");
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        ai_thread = g_thread_create_full(ai_thread_func, NULL, 0, TRUE, TRUE,
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                                         G_THREAD_PRIORITY_NORMAL, &error);
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        if (error)
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                g_error("Failed to spawn AI thread");
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}
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