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Replaced old xor shift random code with Mersenne Twister and updated the way the seed is generated
This commit is contained in:
@@ -85,6 +85,7 @@
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<Compile Include="NetDeliveryMethod.cs" />
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<Compile Include="NetException.cs" />
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<Compile Include="NetFragmentationHelper.cs" />
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<Compile Include="NetHash.cs" />
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<Compile Include="NetIncomingMessage.cs" />
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<Compile Include="NetIncomingMessageType.cs" />
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<Compile Include="NetMessageType.cs" />
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36
Lidgren.Network/NetHash.cs
Normal file
36
Lidgren.Network/NetHash.cs
Normal file
@@ -0,0 +1,36 @@
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using System;
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namespace Lidgren.Network
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{
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/// <summary>
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/// Murmur2 hash code
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/// </summary>
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public static class NetHash
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{
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/// <summary>
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/// Hash values into a single UInt32
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/// </summary>
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[CLSCompliant(false)]
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public static uint Hash(params int[] data)
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{
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unchecked
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{
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const uint m = 0x5bd1e995;
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const int r = 24;
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UInt32 h = 0xc58f1a7b ^ (uint)data.Length;
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for (int i = 0; i < data.Length; i++)
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{
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var k = (uint)data[i] * m;
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k ^= k >> r; k *= m;
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h *= m; h ^= k;
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}
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// final mix
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h ^= h >> 13; h *= m; h ^= h >> 15;
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return h;
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}
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}
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}
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}
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@@ -1,373 +1,146 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Lidgren.Network
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{
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/// <summary>
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/// A fast random number generator for .NET
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/// Colin Green, January 2005
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/// Mersenne Twister PRNG
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/// </summary>
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/// September 4th 2005
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/// Added NextBytesUnsafe() - commented out by default.
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/// Fixed bug in Reinitialise() - y,z and w variables were not being reset.
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///
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/// Key points:
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/// 1) Based on a simple and fast xor-shift pseudo random number generator (RNG) specified in:
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/// Marsaglia, George. (2003). Xorshift RNGs.
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/// http://www.jstatsoft.org/v08/i14/xorshift.pdf
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///
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/// This particular implementation of xorshift has a period of 2^128-1. See the above paper to see
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/// how this can be easily extened if you need a longer period. At the time of writing I could find no
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/// information on the period of System.Random for comparison.
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///
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/// 2) Faster than System.Random. Up to 8x faster, depending on which methods are called.
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///
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/// 3) Direct replacement for System.Random. This class implements all of the methods that System.Random
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/// does plus some additional methods. The like named methods are functionally equivalent.
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///
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/// 4) Allows fast re-initialisation with a seed, unlike System.Random which accepts a seed at construction
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/// time which then executes a relatively expensive initialisation routine. This provides a vast speed improvement
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/// if you need to reset the pseudo-random number sequence many times, e.g. if you want to re-generate the same
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/// sequence many times. An alternative might be to cache random numbers in an array, but that approach is limited
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/// by memory capacity and the fact that you may also want a large number of different sequences cached. Each sequence
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/// can each be represented by a single seed value (int) when using FastRandom.
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///
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/// Notes.
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/// A further performance improvement can be obtained by declaring local variables as static, thus avoiding
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/// re-allocation of variables on each call. However care should be taken if multiple instances of
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/// FastRandom are in use or if being used in a multi-threaded environment.
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public class NetRandom
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public sealed class NetRandom
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{
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/// <summary>
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/// Gets a global NetRandom instance
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/// </summary>
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public static readonly NetRandom Instance = new NetRandom();
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// The +1 ensures NextDouble doesn't generate 1.0
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const double REAL_UNIT_INT = 1.0 / ((double)int.MaxValue + 1.0);
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const double REAL_UNIT_UINT = 1.0 / ((double)uint.MaxValue + 1.0);
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const uint Y = 842502087, Z = 3579807591, W = 273326509;
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private const double c_uniformSingleMultiplier = 1.0 / ((double)uint.MaxValue + 1.0);
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private static int s_extraSeed = 42;
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private static int m_seedIncrement = 997;
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uint x, y, z, w;
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private const int N = 624;
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private const int M = 397;
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private const uint MATRIX_A = 0x9908b0dfU;
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private const uint UPPER_MASK = 0x80000000U;
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private const uint LOWER_MASK = 0x7fffffffU;
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private const uint TEMPER1 = 0x9d2c5680U;
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private const uint TEMPER2 = 0xefc60000U;
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private const int TEMPER3 = 11;
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private const int TEMPER4 = 7;
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private const int TEMPER5 = 15;
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private const int TEMPER6 = 18;
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#region Constructors
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private UInt32[] mt;
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private int mti;
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private UInt32[] mag01;
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/// <summary>
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/// Initialises a new instance using time dependent seed.
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/// Constructor
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/// </summary>
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public NetRandom()
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{
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// Initialise using the system tick count.
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Reinitialise(GetSeed(this));
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// make seed from various numbers
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uint seed = NetHash.Hash(
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(int)Environment.TickCount,
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Guid.NewGuid().GetHashCode(),
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this.GetHashCode(),
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m_seedIncrement
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// can't use Environment.WorkingSet or Stopwatch.GetTimestamp here since it's not available or reliable on all platforms
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);
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mt = new UInt32[N];
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mti = N + 1;
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mag01 = new UInt32[] { 0x0U, MATRIX_A };
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mt[0] = seed;
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for (int i = 1; i < N; i++)
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mt[i] = (UInt32)(1812433253 * (mt[i - 1] ^ (mt[i - 1] >> 30)) + i);
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}
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/// <summary>
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/// Initialises a new instance using an int value as seed.
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/// This constructor signature is provided to maintain compatibility with
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/// System.Random
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/// Generates a random value from Int32.MinValue to Int32.MaxValue
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/// </summary>
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public NetRandom(int seed)
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[CLSCompliant(false)]
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public uint NextUInt32()
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{
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Reinitialise(seed);
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UInt32 y;
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if (mti >= N)
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{
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GenRandAll();
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mti = 0;
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}
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y = mt[mti++];
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y ^= (y >> TEMPER3);
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y ^= (y << TEMPER4) & TEMPER1;
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y ^= (y << TEMPER5) & TEMPER2;
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y ^= (y >> TEMPER6);
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return y;
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}
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private void GenRandAll()
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{
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int kk = 1;
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UInt32 y;
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UInt32 p;
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y = mt[0] & UPPER_MASK;
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do
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{
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p = mt[kk];
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mt[kk - 1] = mt[kk + (M - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
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y = p & UPPER_MASK;
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} while (++kk < N - M + 1);
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do
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{
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p = mt[kk];
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mt[kk - 1] = mt[kk + (M - N - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
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y = p & UPPER_MASK;
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} while (++kk < N);
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p = mt[0];
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mt[N - 1] = mt[M - 1] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
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}
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/// <summary>
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/// Create a semi-random seed based on an object
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/// Fills all bytes in the provided buffer with random values
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/// </summary>
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public static int GetSeed(object forObject)
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public void NextBytes(byte[] buffer)
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{
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// mix some semi-random properties
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int seed = (int)Environment.TickCount;
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seed ^= forObject.GetHashCode();
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//seed ^= (int)(Stopwatch.GetTimestamp());
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//seed ^= (int)(Environment.WorkingSet); // will return 0 on mono
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int extraSeed = System.Threading.Interlocked.Increment(ref s_extraSeed);
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return seed + extraSeed;
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}
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#endregion
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#region Public Methods [Reinitialisation]
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/// <summary>
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/// Reinitialises using an int value as a seed.
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/// </summary>
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/// <param name="seed"></param>
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public void Reinitialise(int seed)
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{
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// The only stipulation stated for the xorshift RNG is that at least one of
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// the seeds x,y,z,w is non-zero. We fulfill that requirement by only allowing
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// resetting of the x seed
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x = (uint)seed;
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y = Y;
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z = Z;
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w = W;
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}
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#endregion
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#region Public Methods [System.Random functionally equivalent methods]
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/// <summary>
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/// Generates a random int over the range 0 to int.MaxValue-1.
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/// MaxValue is not generated in order to remain functionally equivalent to System.Random.Next().
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/// This does slightly eat into some of the performance gain over System.Random, but not much.
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/// For better performance see:
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///
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/// Call NextInt() for an int over the range 0 to int.MaxValue.
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///
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/// Call NextUInt() and cast the result to an int to generate an int over the full Int32 value range
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/// including negative values.
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/// </summary>
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/// <returns></returns>
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public int Next()
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{
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
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// Handle the special case where the value int.MaxValue is generated. This is outside of
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// the range of permitted values, so we therefore call Next() to try again.
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uint rtn = w & 0x7FFFFFFF;
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if (rtn == 0x7FFFFFFF)
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return Next();
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return (int)rtn;
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NextBytes(buffer, 0, buffer.Length);
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}
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/// <summary>
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/// Generates a random int over the range 0 to upperBound-1, and not including upperBound.
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/// Fills all bytes from offset to offset + length in buffer with random values
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/// </summary>
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/// <param name="upperBound"></param>
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/// <returns></returns>
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public int Next(int upperBound)
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public void NextBytes(byte[] buffer, int offset, int length)
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{
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if (upperBound < 0)
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throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=0");
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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// The explicit int cast before the first multiplication gives better performance.
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// See comments in NextDouble.
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return (int)((REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * upperBound);
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}
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/// <summary>
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/// Generates a random int over the range lowerBound to upperBound-1, and not including upperBound.
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/// upperBound must be >= lowerBound. lowerBound may be negative.
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/// </summary>
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/// <param name="lowerBound"></param>
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/// <param name="upperBound"></param>
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/// <returns></returns>
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public int Next(int lowerBound, int upperBound)
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{
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if (lowerBound > upperBound)
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throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=lowerBound");
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
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// The explicit int cast before the first multiplication gives better performance.
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// See comments in NextDouble.
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int range = upperBound - lowerBound;
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if (range < 0)
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{ // If range is <0 then an overflow has occured and must resort to using long integer arithmetic instead (slower).
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// We also must use all 32 bits of precision, instead of the normal 31, which again is slower.
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return lowerBound + (int)((REAL_UNIT_UINT * (double)(w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))) * (double)((long)upperBound - (long)lowerBound));
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int full = length / 4;
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int ptr = offset;
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for (int i = 0; i < full; i++)
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{
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uint r = NextUInt32();
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buffer[ptr++] = (byte)r;
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buffer[ptr++] = (byte)(r >> 8);
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buffer[ptr++] = (byte)(r >> 16);
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buffer[ptr++] = (byte)(r >> 24);
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}
|
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|
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// 31 bits of precision will suffice if range<=int.MaxValue. This allows us to cast to an int and gain
|
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// a little more performance.
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return lowerBound + (int)((REAL_UNIT_INT * (double)(int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * (double)range);
|
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int rest = length - (full * 4);
|
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for (int i = 0; i < rest; i++)
|
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buffer[ptr++] = (byte)NextUInt32();
|
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}
|
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|
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/// <summary>
|
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/// Generates a random double. Values returned are from 0.0 up to but not including 1.0.
|
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/// </summary>
|
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/// <returns></returns>
|
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public double NextDouble()
|
||||
{
|
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uint t = (x ^ (x << 11));
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x = y; y = z; z = w;
|
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|
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// Here we can gain a 2x speed improvement by generating a value that can be cast to
|
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// an int instead of the more easily available uint. If we then explicitly cast to an
|
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// int the compiler will then cast the int to a double to perform the multiplication,
|
||||
// this final cast is a lot faster than casting from a uint to a double. The extra cast
|
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// to an int is very fast (the allocated bits remain the same) and so the overall effect
|
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// of the extra cast is a significant performance improvement.
|
||||
//
|
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// Also note that the loss of one bit of precision is equivalent to what occurs within
|
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// System.Random.
|
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return (REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))));
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random single. Values returned are from 0.0 up to but not including 1.0.
|
||||
/// Returns a random value >= 0.0f and < 1.0f
|
||||
/// </summary>
|
||||
public float NextSingle()
|
||||
{
|
||||
return (float)NextDouble();
|
||||
return (float)((double)NextUInt32() * c_uniformSingleMultiplier);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fills the provided byte array with random bytes.
|
||||
/// This method is functionally equivalent to System.Random.NextBytes().
|
||||
/// Returns random value that is >= 0.0 and < 1.0
|
||||
/// </summary>
|
||||
/// <param name="buffer"></param>
|
||||
public void NextBytes(byte[] buffer)
|
||||
public double NextDouble()
|
||||
{
|
||||
// Fill up the bulk of the buffer in chunks of 4 bytes at a time.
|
||||
uint x = this.x, y = this.y, z = this.z, w = this.w;
|
||||
int i = 0;
|
||||
uint t;
|
||||
for (int bound = buffer.Length - 3; i < bound; )
|
||||
{
|
||||
// Generate 4 bytes.
|
||||
// Increased performance is achieved by generating 4 random bytes per loop.
|
||||
// Also note that no mask needs to be applied to zero out the higher order bytes before
|
||||
// casting because the cast ignores thos bytes. Thanks to Stefan Troschütz for pointing this out.
|
||||
t = (x ^ (x << 11));
|
||||
x = y; y = z; z = w;
|
||||
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
||||
|
||||
buffer[i++] = (byte)w;
|
||||
buffer[i++] = (byte)(w >> 8);
|
||||
buffer[i++] = (byte)(w >> 16);
|
||||
buffer[i++] = (byte)(w >> 24);
|
||||
}
|
||||
|
||||
// Fill up any remaining bytes in the buffer.
|
||||
if (i < buffer.Length)
|
||||
{
|
||||
// Generate 4 bytes.
|
||||
t = (x ^ (x << 11));
|
||||
x = y; y = z; z = w;
|
||||
w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
||||
|
||||
buffer[i++] = (byte)w;
|
||||
if (i < buffer.Length)
|
||||
{
|
||||
buffer[i++] = (byte)(w >> 8);
|
||||
if (i < buffer.Length)
|
||||
{
|
||||
buffer[i++] = (byte)(w >> 16);
|
||||
if (i < buffer.Length)
|
||||
{
|
||||
buffer[i] = (byte)(w >> 24);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
this.x = x; this.y = y; this.z = z; this.w = w;
|
||||
return (double)NextUInt32() * c_uniformSingleMultiplier;
|
||||
}
|
||||
|
||||
|
||||
// /// <summary>
|
||||
// /// A version of NextBytes that uses a pointer to set 4 bytes of the byte buffer in one operation
|
||||
// /// thus providing a nice speedup. The loop is also partially unrolled to allow out-of-order-execution,
|
||||
// /// this results in about a x2 speedup on an AMD Athlon. Thus performance may vary wildly on different CPUs
|
||||
// /// depending on the number of execution units available.
|
||||
// ///
|
||||
// /// Another significant speedup is obtained by setting the 4 bytes by indexing pDWord (e.g. pDWord[i++]=w)
|
||||
// /// instead of adjusting it dereferencing it (e.g. *pDWord++=w).
|
||||
// ///
|
||||
// /// Note that this routine requires the unsafe compilation flag to be specified and so is commented out by default.
|
||||
// /// </summary>
|
||||
// /// <param name="buffer"></param>
|
||||
// public unsafe void NextBytesUnsafe(byte[] buffer)
|
||||
// {
|
||||
// if(buffer.Length % 8 != 0)
|
||||
// throw new ArgumentException("Buffer length must be divisible by 8", "buffer");
|
||||
//
|
||||
// uint x=this.x, y=this.y, z=this.z, w=this.w;
|
||||
//
|
||||
// fixed(byte* pByte0 = buffer)
|
||||
// {
|
||||
// uint* pDWord = (uint*)pByte0;
|
||||
// for(int i=0, len=buffer.Length>>2; i < len; i+=2)
|
||||
// {
|
||||
// uint t=(x^(x<<11));
|
||||
// x=y; y=z; z=w;
|
||||
// pDWord[i] = w = (w^(w>>19))^(t^(t>>8));
|
||||
//
|
||||
// t=(x^(x<<11));
|
||||
// x=y; y=z; z=w;
|
||||
// pDWord[i+1] = w = (w^(w>>19))^(t^(t>>8));
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// this.x=x; this.y=y; this.z=z; this.w=w;
|
||||
// }
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods [Methods not present on System.Random]
|
||||
|
||||
/// <summary>
|
||||
/// Generates a uint. Values returned are over the full range of a uint,
|
||||
/// uint.MinValue to uint.MaxValue, inclusive.
|
||||
///
|
||||
/// This is the fastest method for generating a single random number because the underlying
|
||||
/// random number generator algorithm generates 32 random bits that can be cast directly to
|
||||
/// a uint.
|
||||
/// </summary>
|
||||
[CLSCompliant(false)]
|
||||
public uint NextUInt()
|
||||
{
|
||||
uint t = (x ^ (x << 11));
|
||||
x = y; y = z; z = w;
|
||||
return (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random int over the range 0 to int.MaxValue, inclusive.
|
||||
/// This method differs from Next() only in that the range is 0 to int.MaxValue
|
||||
/// and not 0 to int.MaxValue-1.
|
||||
///
|
||||
/// The slight difference in range means this method is slightly faster than Next()
|
||||
/// but is not functionally equivalent to System.Random.Next().
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public int NextInt()
|
||||
{
|
||||
uint t = (x ^ (x << 11));
|
||||
x = y; y = z; z = w;
|
||||
return (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))));
|
||||
}
|
||||
|
||||
|
||||
// Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
|
||||
// with bitBufferIdx.
|
||||
uint bitBuffer;
|
||||
uint bitMask = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Generates a single random bit.
|
||||
/// This method's performance is improved by generating 32 bits in one operation and storing them
|
||||
/// ready for future calls.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool NextBool()
|
||||
{
|
||||
if (bitMask == 1)
|
||||
{
|
||||
// Generate 32 more bits.
|
||||
uint t = (x ^ (x << 11));
|
||||
x = y; y = z; z = w;
|
||||
bitBuffer = w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
|
||||
|
||||
// Reset the bitMask that tells us which bit to read next.
|
||||
bitMask = 0x80000000;
|
||||
return (bitBuffer & bitMask) == 0;
|
||||
}
|
||||
|
||||
return (bitBuffer & (bitMask >>= 1)) == 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user