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ValueRandom.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using System.Runtime.CompilerServices;
/// <summary>
/// Random number generator implemented as a struct in C# by David F Dev.<br />
/// Based off of 'NetRandom - A fast random number generator for .NET' by Colin Green (January, 2005):
/// https://github.com/DV8FromTheWorld/C-Sharp-Programming/blob/master/LIBRARIES/Lidgren.Network/Lidgren.Network/NetRandom.cs
/// <br />
/// - No heap allocation or boxing.<br />
/// - Up to 8x faster than System.Random depending on which methods are called.<br />
/// - Light-weight; only 128 bytes.<br />
/// - Re-initialisation is as easy as creating a new instance with a different seed.<br />
/// <example>
/// <code>
/// ValueRandom rng = new ValueRandom(Environment.TickCount);
/// uint sample = rng.NextUInt32(out rng);
/// uint nextSample = rng.NextUInt32(out rng);
/// </code>
/// <br />
/// Each method provides the next instance. Be sure to use it otherwise you will keep getting the same results.
/// </example>
/// </summary>
public readonly struct ValueRandom : IEquatable<ValueRandom>
{
#region Static fields and constants
private const double REAL_UNIT_INT = 1.0 / (int.MaxValue + 1.0);
private const double REAL_UNIT_UINT = 1.0 / (uint.MaxValue + 1.0);
private const uint Y = 842502087;
private const uint Z = 3579807591;
private const uint W = 273326509;
#endregion
#region Static properties
/// <summary>
/// Retrieve a default instance with its seed set to Environment.TickCount.
/// </summary>
public static ValueRandom Default => new(Environment.TickCount);
#endregion
#region Static methods
/// <summary>
/// Hash the provided int span of seeds into a singular seed which is unlikely to cause collisions.
/// </summary>
public static int GetSeed(ReadOnlySpan<int> seeds)
{
if(seeds.Length == 0)
{
return 0;
}
// https://stackoverflow.com/a/263416
// https://stackoverflow.com/a/62811435
unchecked
{
int hash = (int)2166136261;
foreach(int seed in seeds)
{
hash = (hash * 16777619) ^ seed.GetHashCode();
}
return hash;
}
}
public static bool operator==(ValueRandom left, ValueRandom right)
{
return left.Equals(right);
}
public static bool operator!=(ValueRandom left, ValueRandom right)
{
return !left.Equals(right);
}
#endregion
#region Fields
private readonly uint _x;
private readonly uint _y;
private readonly uint _z;
private readonly uint _w;
#endregion
#region Constructors
/// <summary>
/// Initialise a new instance using an int value seed.
/// </summary>
public ValueRandom(int seed)
{
_x = (uint)seed;
_y = Y;
_z = Z;
_w = W;
}
/// <summary>
/// Intialise a new instance by hashing an int span of seeds into a singular seed which is unlikely to cause collisions.
/// </summary>
public ValueRandom(ReadOnlySpan<int> seeds)
{
if(seeds.Length == 0)
{
_x = 0;
}
else
{
// https://stackoverflow.com/a/263416
// https://stackoverflow.com/a/62811435
unchecked
{
int hash = (int)2166136261;
foreach(int seed in seeds)
{
hash = (hash * 16777619) ^ seed.GetHashCode();
}
_x = (uint)hash;
}
}
_y = Y;
_z = Z;
_w = W;
}
private ValueRandom(uint x, uint y, uint z, uint w)
{
_x = x;
_y = y;
_z = z;
_w = w;
}
#endregion
#region Methods
/// <summary>
/// Generates the next instance.
/// </summary>
public ValueRandom Next()
{
return InternalNext();
}
/// <summary>
/// Generates a random int between 0 [inclusive] and int.MaxValue [inclusive].
/// </summary>
public int NextInt32(out ValueRandom next)
{
next = InternalNext();
return (int)(int.MaxValue & next._w);
}
/// <summary>
/// Generates a random int between 0 [inclusive] and upperBound [exclusive].
/// </summary>
public int NextInt32(int upperBound, out ValueRandom next)
{
if(upperBound < 0)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= 0");
}
return NextInt32(0, upperBound, out next);
}
/// <summary>
/// Generate a random int between lowerBound [inclusive] and upperBound [exclusive].
/// upperBound must be >= lowerBound. lowerBound may be negative.
/// </summary>
public int NextInt32(int lowerBound, int upperBound, out ValueRandom next)
{
if(lowerBound > upperBound)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= lowerBound");
}
next = InternalNext();
int range = upperBound - lowerBound;
if(range < 0)
{
return lowerBound + (int)(REAL_UNIT_UINT * next._w * (upperBound - (long)lowerBound));
}
return lowerBound + (int)(REAL_UNIT_INT * (int)(next._w & int.MaxValue) * range);
}
/// <summary>
/// Generates a random uint between 0 [inclusive] and uint.MaxValue [inclusive] (fastest method).
/// </summary>
public uint NextUInt32(out ValueRandom next)
{
next = InternalNext();
return next._w;
}
/// <summary>
/// Generates a random long between 0 [inclusive] and long.MaxValue [inclusive].
/// </summary>
public long NextInt64(out ValueRandom next)
{
Span<byte> buf = stackalloc byte[8];
NextBytes(buf, out next);
return Math.Abs(BitConverter.ToInt64(buf));
}
/// <summary>
/// Generates a random long between 0 [inclusive] and upperBound [exclusive].
/// </summary>
public long NextInt64(long upperBound, out ValueRandom next)
{
if(upperBound < 0)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= 0");
}
return NextInt64(0L, upperBound, out next);
}
/// <summary>
/// Generates a random long between lowerBound [inclusive] and upperBound [exclusive].
/// upperBound must be >= lowerBound. lowerBound may be negative.
/// </summary>
public long NextInt64(long lowerBound, long upperBound, out ValueRandom next)
{
if(lowerBound > upperBound)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= lowerBound");
}
Span<byte> buf = stackalloc byte[8];
NextBytes(buf, out next);
return Math.Abs(BitConverter.ToInt64(buf) % (upperBound - lowerBound)) + lowerBound;
}
/// <summary>
/// Generates a random double between 0.0 [inclusive] and 1.0 [exclusive].
/// </summary>
public double NextDouble(out ValueRandom next)
{
next = InternalNext();
return REAL_UNIT_INT * (int)(next._w & int.MaxValue);
}
/// <summary>
/// Generates a random double between 0.0 [inclusive] and upperBound [exclusive].
/// </summary>
public double NextDouble(double upperBound, out ValueRandom next)
{
if(upperBound < 0)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= 0");
}
return NextDouble(0.0, upperBound, out next);
}
/// <summary>
/// Generates a random double between lowerBound [inclusive] and upperBound [exclusive].
/// upperBound must be >= lowerBound. lowerBound may be negative.
/// </summary>
public double NextDouble(double lowerBound, double upperBound, out ValueRandom next)
{
if(lowerBound > upperBound)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= lowerBound");
}
double value = NextDouble(out next);
return value * (upperBound - lowerBound) + lowerBound;
}
/// <summary>
/// Generates a random single between 0.0 [inclusive] and 1.0 [exclusive].
/// </summary>
public float NextSingle(out ValueRandom next)
{
return (float)NextDouble(out next);
}
/// <summary>
/// Generates a random single between 0.0 [inclusive] and upperBound [exclusive].
/// </summary>
public float NextSingle(float upperBound, out ValueRandom next)
{
if(upperBound < 0)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= 0");
}
return NextSingle(0f, upperBound, out next);
}
/// <summary>
/// Generates a random single between lowerBound [inclusive] and upperBound [exclusive].
/// upperBound must be >= lowerBound. lowerBound may be negative.
/// </summary>
public float NextSingle(float lowerBound, float upperBound, out ValueRandom next)
{
if(lowerBound > upperBound)
{
throw new ArgumentOutOfRangeException(nameof(upperBound), upperBound, "upperBounds must be >= lowerBound");
}
float value = NextSingle(out next);
return value * (upperBound - lowerBound) + lowerBound;
}
/// <summary>
/// Generates a random bool with an equal chance of either being true or false.
/// </summary>
public bool NextBool(out ValueRandom next)
{
uint value = NextUInt32(out next);
return value > uint.MaxValue / 2;
}
/// <summary>
/// Generates a random bool [1/denominator]. A denominator of 2 equals a 50% chance.
/// </summary>
public bool NextBool(int denominator, out ValueRandom next)
{
if(denominator > 0)
{
return NextDouble(out next) < 1 / (double)denominator;
}
next = this;
return false;
}
/// <summary>
/// Generates a random bool with a chance between 0.0 [0%] and 1.0 [100%].
/// </summary>
public bool NextBool(float chance, out ValueRandom next)
{
return NextSingle(out next) < chance;
}
/// <summary>
/// Generates a random bool with a chance between 0.0 [0%] and 1.0 [100%].
/// </summary>
public bool NextBool(double chance, out ValueRandom next)
{
return NextDouble(out next) < chance;
}
/// <summary>
/// Generates a random byte between 0 [inclusive] and 255 [inclusive].
/// </summary>
public byte NextByte(out ValueRandom next)
{
return (byte)NextUInt32(out next);
}
/// <summary>
/// Fills the provided byte array with random bytes.
/// </summary>
public void NextBytes(byte[] buffer, out ValueRandom next)
{
if(buffer == null)
{
throw new ArgumentNullException(nameof(buffer));
}
next = this;
if(buffer.Length == 0)
{
return;
}
int i = 0;
// Generate 4 random bytes at a time to increase performance
for(int bound = buffer.Length - 3; i < bound;)
{
next = next.InternalNext();
buffer[i++] = (byte)next._w;
buffer[i++] = (byte)(next._w >> 8);
buffer[i++] = (byte)(next._w >> 16);
buffer[i++] = (byte)(next._w >> 24);
}
// Fill up any remaining bytes in the buffer
if(i < buffer.Length)
{
next = next.InternalNext();
buffer[i++] = (byte)next._w;
if(i < buffer.Length)
{
buffer[i++] = (byte)(next._w >> 8);
if(i < buffer.Length)
{
buffer[i++] = (byte)(next._w >> 16);
if(i < buffer.Length)
{
buffer[i + 1] = (byte)(next._w >> 24);
}
}
}
}
}
/// <summary>
/// Fills the provided byte span with random bytes.
/// </summary>
public void NextBytes(Span<byte> buffer, out ValueRandom next)
{
next = this;
if(buffer.Length == 0)
{
return;
}
int i = 0;
// Generate 4 random bytes at a time to increase performance
for(int bound = buffer.Length - 3; i < bound;)
{
next = next.InternalNext();
buffer[i++] = (byte)next._w;
buffer[i++] = (byte)(next._w >> 8);
buffer[i++] = (byte)(next._w >> 16);
buffer[i++] = (byte)(next._w >> 24);
}
// Fill up any remaining bytes in the buffer
if(i < buffer.Length)
{
next = next.InternalNext();
buffer[i++] = (byte)next._w;
if(i < buffer.Length)
{
buffer[i++] = (byte)(next._w >> 8);
if(i < buffer.Length)
{
buffer[i++] = (byte)(next._w >> 16);
if(i < buffer.Length)
{
buffer[i + 1] = (byte)(next._w >> 24);
}
}
}
}
}
/// <summary>
/// Gets a random element from the provided span.
/// </summary>
public T NextElement<T>(ReadOnlySpan<T> source, out ValueRandom next) where T : struct
{
switch(source.Length)
{
case 0:
next = this;
return default;
case 1:
next = this;
return source[0];
default:
return source[NextInt32(source.Length, out next)];
}
}
/// <summary>
/// Gets a random element from the provided array.
/// </summary>
public T NextElement<T>(T[] source, out ValueRandom next)
{
if(source == null)
{
throw new ArgumentNullException(nameof(source));
}
switch(source.Length)
{
case 0:
next = this;
return default;
case 1:
next = this;
return source[0];
default:
return source[NextInt32(source.Length, out next)];
}
}
/// <summary>
/// Gets a random element from the provided list.
/// </summary>
public T NextElement<T>(IReadOnlyList<T> source, out ValueRandom next)
{
if(source == null)
{
throw new ArgumentNullException(nameof(source));
}
switch(source.Count)
{
case 0:
next = this;
return default;
case 1:
next = this;
return source[0];
default:
return source[NextInt32(source.Count, out next)];
}
}
/// <summary>
/// Gets a random element from the provided collection.
/// </summary>
public T NextElement<T>(IReadOnlyCollection<T> source, out ValueRandom next)
{
if(source == null)
{
throw new ArgumentNullException(nameof(source));
}
if(source.Count == 0)
{
next = this;
return default;
}
int resultIndex = NextInt32(source.Count, out next);
int i = 0;
foreach(T element in source)
{
if(i++ == resultIndex)
{
return element;
}
}
// This won't be reached
return default;
}
/// <summary>
/// Gets a random element from the provided enumerable.
/// </summary>
public T NextElement<T>(IEnumerable<T> source, out ValueRandom next)
{
if(source == null)
{
throw new ArgumentNullException(nameof(source));
}
// https://stackoverflow.com/a/648240
T current = default;
int count = 0;
next = this;
foreach(T element in source)
{
count++;
if(NextInt32(count, out next) == 0)
{
current = element;
}
}
return current;
}
/// <summary>
/// Gets a random element from the provided enumerable. Returns the provided default value if the enumerable is empty.
/// </summary>
public T NextElement<T>(IEnumerable<T> source, T defaultValue, out ValueRandom next)
{
if(source == null)
{
throw new ArgumentNullException(nameof(source));
}
// https://stackoverflow.com/a/648240
T current = defaultValue;
int count = 0;
next = this;
foreach(T element in source)
{
count++;
if(NextInt32(count, out next) == 0)
{
current = element;
}
}
return current;
}
/// <summary>
/// Chooses either -1 or 1 with equal chance.
/// </summary>
public int MinusOneOrOne(out ValueRandom next)
{
return NextBool(out next) ? -1 : 1;
}
public bool Equals(ValueRandom other)
{
return _x == other._x && _y == other._y && _z == other._z && _w == other._w;
}
public override bool Equals(object obj)
{
return obj is ValueRandom other && Equals(other);
}
public override int GetHashCode()
{
return HashCode.Combine(_x, _y, _z, _w);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[Pure]
private ValueRandom InternalNext()
{
uint t = _x ^ (_x << 11);
return new ValueRandom(_y, _z, _w, _w ^ (_w >> 19) ^ t ^ (t >> 8));
}
#endregion
}