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authorSimon Tatham <anakin@pobox.com>2004-05-03 09:10:52 +0000
committerSimon Tatham <anakin@pobox.com>2004-05-03 09:10:52 +0000
commitaa9a8e8c7eecc2de77690b872931e88951622813 (patch)
treecfca97dbf8e19fc3e62c2f6f6689bca480f5ad21 /net.c
parent6e42ddd31b5ca71f48c6260b01fc49b2451d0a56 (diff)
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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]
Diffstat (limited to 'net.c')
-rw-r--r--net.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/net.c b/net.c
index cf3fe3d..8b74e7b 100644
--- a/net.c
+++ b/net.c
@@ -254,7 +254,7 @@ char *validate_params(game_params *params)
* Randomly select a new game seed.
*/
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
/*
* The full description of a Net game is far too large to
@@ -268,7 +268,7 @@ char *new_game_seed(game_params *params)
* understand it and do something completely different.)
*/
char buf[40];
- sprintf(buf, "%d", rand());
+ sprintf(buf, "%lu", random_bits(rs, 32));
return dupstr(buf);
}