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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:
10
random.c
10
random.c
@ -231,7 +231,7 @@ random_state *random_init(char *seed, int len)
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unsigned long random_bits(random_state *state, int bits)
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{
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int ret = 0;
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unsigned long ret = 0;
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int n;
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for (n = 0; n < bits; n += 8) {
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@ -251,7 +251,13 @@ unsigned long random_bits(random_state *state, int bits)
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ret = (ret << 8) | state->databuf[state->pos++];
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}
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ret &= (1 << bits) - 1;
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/*
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* `(1 << bits) - 1' is not good enough, since if bits==32 on a
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* 32-bit machine, behaviour is undefined and Intel has a nasty
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* habit of shifting left by zero instead. We'll shift by
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* bits-1 and then separately shift by one.
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*/
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ret &= (1 << (bits-1)) * 2 - 1;
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return ret;
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}
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