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 /src | |
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.
Diffstat (limited to 'src')
-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 |