diff options
author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-08-25 23:47:29 -0300 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2015-08-30 00:07:02 -0300 |
commit | 18c1c39d5e3c096fdcfafa38487f735501c543fb (patch) | |
tree | ce81914258487068cd068091f8e85738b1142028 | |
parent | ac0104b8b0584023cfbd7a4800f1ca1db890188f (diff) |
SVC: Advance time when calling GetSystemTick to escape busy-wait loops
Cubic Ninja waited for the frame to end by spinning on a loop calling
GetSystemTick while doing nothing else. Since GetSystemTick doesn't
cause a reschedule (which advances time), this meant that very little
emulated time would pass inside that loop, causing the game to spend
most of the frame burning away CPU.
-rw-r--r-- | src/core/hle/svc.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/core/hle/svc.cpp b/src/core/hle/svc.cpp index 19f750d727..45d5f3c5d6 100644 --- a/src/core/hle/svc.cpp +++ b/src/core/hle/svc.cpp @@ -755,7 +755,10 @@ static void SleepThread(s64 nanoseconds) { /// This returns the total CPU ticks elapsed since the CPU was powered-on static s64 GetSystemTick() { - return (s64)CoreTiming::GetTicks(); + s64 result = CoreTiming::GetTicks(); + // Advance time to defeat dumb games (like Cubic Ninja) that busy-wait for the frame to end. + Core::g_app_core->AddTicks(150); // Measured time between two calls on a 9.2 o3DS with Ninjhax 1.1b + return result; } /// Creates a memory block at the specified address with the specified permissions and size |