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Seed with frame counter instead of SDL_GetTicks

Using SDL_GetTicks() to seed the Gravitron RNG caused many
reproducibility issues while syncing https://tasvideos.org/7575S . To
fix this, add a frame counter, which is a number that is incremented
every frame and never resets, and use it instead.

If someone needs to switch back to SDL_GetTicks() for old TASes, then
provide the -seed-use-sdl-getticks command-line option for them.
This commit is contained in:
Misa 2022-11-14 14:10:24 -08:00
parent e6a3df6ca6
commit 9def8fd704
4 changed files with 21 additions and 2 deletions

View file

@ -274,6 +274,8 @@ void Game::init(void)
deathcounts = 0;
gameoverdelay = 0;
framecounter = 0;
seed_use_sdl_getticks = false;
resetgameclock();
gamesaved = false;
gamesavefailed = false;

View file

@ -257,6 +257,8 @@ public:
int lastsaved;
int deathcounts;
int framecounter;
bool seed_use_sdl_getticks;
int frames, seconds, minutes, hours;
bool gamesaved;
bool gamesavefailed;

View file

@ -3094,8 +3094,15 @@ void scriptclass::hardreset(void)
{
const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
/* The RNG is 32-bit. We don't _really_ need 64-bit... */
xoshiro_seed((Uint32) SDL_GetTicks64());
if (game.seed_use_sdl_getticks)
{
/* The RNG is 32-bit. We don't _really_ need 64-bit... */
xoshiro_seed((Uint32) SDL_GetTicks64());
}
else
{
xoshiro_seed(game.framecounter);
}
//Game:
game.hascontrol = true;

View file

@ -368,6 +368,7 @@ int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
bool seed_use_sdl_getticks = false;
vlog_init();
@ -478,6 +479,10 @@ int main(int argc, char *argv[])
{
vlog_toggle_error(0);
}
else if (ARG("-seed-use-sdl-getticks"))
{
seed_use_sdl_getticks = true;
}
#undef ARG_INNER
#undef ARG
else
@ -546,6 +551,7 @@ int main(int argc, char *argv[])
graphics.init();
game.init();
game.seed_use_sdl_getticks = seed_use_sdl_getticks;
// This loads music too...
if (!graphics.reloadresources())
@ -838,6 +844,8 @@ static void focused_end(void)
static enum LoopCode loop_end(void)
{
++game.framecounter;
//We did editorinput, now it's safe to turn this off
key.linealreadyemptykludge = false;