[*] Update fallback RNG entropy: reduce expected tick resolution
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@ -174,7 +174,7 @@ namespace Aurora::RNG
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#if 0
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return clock(); // [...] resolution of 1 posix clock() tick (this is usually 1,000,000 == CLOCKS_PER_SEC per posix, but it can be 1k)
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#else
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return AuTime::SteadyClockNS() / 1000ull;
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return AuTime::SteadyClockNS() / 10'000ull;
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#endif
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}
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@ -197,7 +197,7 @@ namespace Aurora::RNG
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do
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{
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t1 = RngTimeClock();
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while (t1 == RngTimeClock()) // spin within 1 microseconds
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while (t1 == RngTimeClock()) // spin within 1 microseconds (*)
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{
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a ^= 1; // flip
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}
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@ -207,6 +207,12 @@ namespace Aurora::RNG
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{
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b ^= 1; // flip
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}
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// Update 2023/Sept: Now x10 because we dont have enough timer res on some platforms.
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// This is was generally never a CPU limitation or API limitation until Windows XP. Check software or motherboard...
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// ...but still, let's continue.
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// Deadlocking preprocess init, because for example the motherboard is failing or a VM configuration changed, is pretty dumb.
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// (ask me how i know)
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}
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while (a == b); // ensure theres enough entropy for a deviation to occur
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acc = (acc << 1) | a; // push the first bit state
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