0c87bf9ea4
* Refactor CPU interface * Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers * Make CpuEngine take a ITickSource rather than returning one The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source * XML docs for the public interfaces * PPTC invalidation due to NativeInterface function name changes * Fix build of the CPU tests * PR feedback
68 lines
1.6 KiB
C#
68 lines
1.6 KiB
C#
using Ryujinx.Cpu;
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using Ryujinx.HLE.HOS.Services.Mii.Types;
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using Ryujinx.HLE.HOS.Services.Time;
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using Ryujinx.HLE.HOS.Services.Time.Clock;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Mii
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{
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class UtilityImpl
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{
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private uint _x;
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private uint _y;
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private uint _z;
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private uint _w;
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public UtilityImpl(ITickSource tickSource)
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{
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_x = 123456789;
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_y = 362436069;
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TimeSpanType time = TimeManager.Instance.TickBasedSteadyClock.GetCurrentRawTimePoint(tickSource);
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_w = (uint)(time.NanoSeconds & uint.MaxValue);
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_z = (uint)((time.NanoSeconds >> 32) & uint.MaxValue);
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}
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private uint GetRandom()
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{
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uint t = (_x ^ (_x << 11));
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_x = _y;
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_y = _z;
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_z = _w;
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_w = (_w ^ (_w >> 19)) ^ (t ^ (t >> 8));
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return _w;
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}
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public int GetRandom(int end)
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{
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return (int)GetRandom((uint)end);
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}
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public uint GetRandom(uint end)
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{
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uint random = GetRandom();
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return random - random / end * end;
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}
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public uint GetRandom(uint start, uint end)
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{
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uint random = GetRandom();
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return random - random / (1 - start + end) * (1 - start + end) + start;
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}
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public int GetRandom(int start, int end)
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{
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return (int)GetRandom((uint)start, (uint)end);
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}
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public CreateId MakeCreateId()
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{
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return new CreateId(Guid.NewGuid().ToByteArray());
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}
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}
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}
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