The Windows RNG turns out to only give about 16 bits at a time. This

is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!

[originally from svn r4187]
This commit is contained in:
Simon Tatham
2004-05-03 09:10:52 +00:00
parent 6e42ddd31b
commit aa9a8e8c7e
12 changed files with 39 additions and 45 deletions

View File

@ -13,6 +13,8 @@
struct midend_data {
frontend *frontend;
random_state *random;
char *seed;
int fresh_seed;
int nstates, statesize, statepos;
@ -36,11 +38,12 @@ struct midend_data {
} \
} while (0)
midend_data *midend_new(frontend *frontend)
midend_data *midend_new(frontend *fe, void *randseed, int randseedsize)
{
midend_data *me = snew(midend_data);
me->frontend = frontend;
me->frontend = fe;
me->random = random_init(randseed, randseedsize);
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = default_params();
@ -88,7 +91,7 @@ void midend_new_game(midend_data *me)
if (!me->fresh_seed) {
sfree(me->seed);
me->seed = new_game_seed(me->params);
me->seed = new_game_seed(me->params, me->random);
} else
me->fresh_seed = FALSE;
@ -252,7 +255,7 @@ float *midend_colours(midend_data *me, int *ncolours)
float *ret;
if (me->nstates == 0) {
char *seed = new_game_seed(me->params);
char *seed = new_game_seed(me->params, me->random);
state = new_game(me->params, seed);
sfree(seed);
} else