/// <summary>
        /// <para>
        /// Locking.
        /// </para>
        /// <para>
        /// Creates the values required to create an ID.
        /// </para>
        /// </summary>
        private (ulong Timestamp, RandomSequence6 RandomSequence) CreateValues()
        {
            // The random number generator is likely to lock, so doing this outside of our own lock is likely to increase throughput
            var randomSequence = CreateRandomSequence();

            lock (this._lockObject)
            {
                var timestamp = this.GetTimestamp();

                // If the clock has not advanced since the previous invocation
                if (timestamp == this.PreviousCreationTimestamp)
                {
                    // If we succeed in creating another, greater value, use that
                    if (this.TryCreateIncrementalRandomSequence(this.PreviousRandomSequence, randomSequence, out var incrementedRandomSequence))
                    {
                        this.PreviousRandomSequence = incrementedRandomSequence;
                        return(timestamp, incrementedRandomSequence);
                    }
                    // Otherwise, sleep until the clock has advanced
                    else
                    {
                        timestamp = this.AwaitUpdatedClockValue();
                    }
                }

                // Update the previous timestamp
                this.PreviousCreationTimestamp = timestamp;
                this.PreviousRandomSequence    = randomSequence;

                return(timestamp, randomSequence);
            }
        }
        /// <summary>
        /// <para>
        /// Pure function.
        /// </para>
        /// <para>
        /// Creates a new ID based on the given values.
        /// </para>
        /// </summary>
        /// <param name="timestamp">The UTC timestamp in milliseconds since the epoch.</param>
        /// <param name="randomSequence">A random sequence whose 2 low bytes are zeros. This is checked to ensure that the caller has understood what will be used.</param>
        internal decimal CreateCore(ulong timestamp, RandomSequence6 randomSequence)
        {
            // 93 bits fit into 28 decimals
            // 96 bits: [3 unused bits] [45 time bits] [48 random bits]

            Span <byte> bytes = stackalloc byte[2 + 12 + 2];            // Bits: 16 padding (to treat the left half as ulong) + 96 useful + 16 padding (to treat the right half as ulong)

            // Populate the left half with the timestamp
            {
                // The 64-bit timestamp's 19 high bits must be zero, leaving the low 45 bits to be used
                if (timestamp >> 45 != 0UL)
                {
                    throw new InvalidOperationException($"{nameof(DistributedId)} has run out of available time bits.");                     // Year 3084
                }
                // Write the time component into the first 8 bytes (64 bits: 16 padding to write a ulong, 3 unused, 45 used)
                BinaryPrimitives.WriteUInt64BigEndian(bytes, timestamp);
            }

            bytes = bytes[2..];             // Disregard the left padding
 /// <summary>
 /// <para>
 /// Pure function.
 /// </para>
 /// <para>
 /// Creates a new 48-bit random sequence based on the given previous one and new one.
 /// Adds new randomness while maintaining the incremental property.
 /// </para>
 /// <para>
 /// Returns true on success or false on overflow.
 /// </para>
 /// </summary>
 private bool TryCreateIncrementalRandomSequence(RandomSequence6 previousRandomSequence, RandomSequence6 newRandomSequence, out RandomSequence6 incrementedRandomSequence)
 {
     return(previousRandomSequence.TryAddRandomBits(newRandomSequence, out incrementedRandomSequence));
 }
 /// <summary>
 /// <para>
 /// Pure function (although the random number generator may use locking internally).
 /// </para>
 /// <para>
 /// Returns a new 48-bit (6-byte) random sequence.
 /// </para>
 /// </summary>
 private RandomSequence6 CreateRandomSequence()
 {
     return(RandomSequence6.Create());
 }