Fix overflow condition with QueryPerformanceCounter
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer. This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
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2 changed files with 38 additions and 4 deletions
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@ -575,11 +575,28 @@ void OS_UWP::delay_usec(uint32_t p_usec) const {
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uint64_t OS_UWP::get_ticks_usec() const {
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uint64_t ticks;
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uint64_t time;
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// This is the number of clock ticks since start
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QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
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// Divide by frequency to get the time in seconds
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time = ticks * 1000000L / ticks_per_second;
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// original calculation shown below is subject to overflow
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// with high ticks_per_second and a number of days since the last reboot.
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// time = ticks * 1000000L / ticks_per_second;
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// we can prevent this by either using 128 bit math
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// or separating into a calculation for seconds, and the fraction
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uint64_t seconds = ticks / ticks_per_second;
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// compiler will optimize these two into one divide
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uint64_t leftover = ticks % ticks_per_second;
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// remainder
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uint64_t time = (leftover * 1000000L) / ticks_per_second;
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// seconds
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time += seconds * 1000000L;
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// Subtract the time at game start to get
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// the time since the game started
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time -= ticks_start;
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@ -418,12 +418,29 @@ void OS_Windows::delay_usec(uint32_t p_usec) const {
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uint64_t OS_Windows::get_ticks_usec() const {
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uint64_t ticks;
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uint64_t time;
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// This is the number of clock ticks since start
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&ticks))
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ticks = (UINT64)timeGetTime();
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// Divide by frequency to get the time in seconds
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time = ticks * 1000000L / ticks_per_second;
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// original calculation shown below is subject to overflow
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// with high ticks_per_second and a number of days since the last reboot.
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// time = ticks * 1000000L / ticks_per_second;
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// we can prevent this by either using 128 bit math
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// or separating into a calculation for seconds, and the fraction
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uint64_t seconds = ticks / ticks_per_second;
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// compiler will optimize these two into one divide
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uint64_t leftover = ticks % ticks_per_second;
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// remainder
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uint64_t time = (leftover * 1000000L) / ticks_per_second;
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// seconds
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time += seconds * 1000000L;
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// Subtract the time at game start to get
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// the time since the game started
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time -= ticks_start;
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