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authorYuri Kunde Schlesner <yuriks@yuriks.net>2015-08-25 23:47:29 -0300
committerYuri Kunde Schlesner <yuriks@yuriks.net>2015-08-30 00:07:02 -0300
commit18c1c39d5e3c096fdcfafa38487f735501c543fb (patch)
treece81914258487068cd068091f8e85738b1142028
parentac0104b8b0584023cfbd7a4800f1ca1db890188f (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.cpp5
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