From aa9a8e8c7eecc2de77690b872931e88951622813 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Mon, 3 May 2004 09:10:52 +0000 Subject: 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] --- net.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'net.c') 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); } -- cgit v1.1