diff --git a/Lidgren.Network/Lidgren.Network.csproj b/Lidgren.Network/Lidgren.Network.csproj
index f3df52c..55da57b 100644
--- a/Lidgren.Network/Lidgren.Network.csproj
+++ b/Lidgren.Network/Lidgren.Network.csproj
@@ -85,6 +85,7 @@
+
diff --git a/Lidgren.Network/NetHash.cs b/Lidgren.Network/NetHash.cs
new file mode 100644
index 0000000..3cb3708
--- /dev/null
+++ b/Lidgren.Network/NetHash.cs
@@ -0,0 +1,36 @@
+using System;
+
+namespace Lidgren.Network
+{
+ ///
+ /// Murmur2 hash code
+ ///
+ public static class NetHash
+ {
+ ///
+ /// Hash values into a single UInt32
+ ///
+ [CLSCompliant(false)]
+ public static uint Hash(params int[] data)
+ {
+ unchecked
+ {
+ const uint m = 0x5bd1e995;
+ const int r = 24;
+
+ UInt32 h = 0xc58f1a7b ^ (uint)data.Length;
+ for (int i = 0; i < data.Length; i++)
+ {
+ var k = (uint)data[i] * m;
+ k ^= k >> r; k *= m;
+ h *= m; h ^= k;
+ }
+
+ // final mix
+ h ^= h >> 13; h *= m; h ^= h >> 15;
+
+ return h;
+ }
+ }
+ }
+}
diff --git a/Lidgren.Network/NetRandom.cs b/Lidgren.Network/NetRandom.cs
index 9c2abf6..a20f349 100644
--- a/Lidgren.Network/NetRandom.cs
+++ b/Lidgren.Network/NetRandom.cs
@@ -1,373 +1,146 @@
using System;
+using System.Collections.Generic;
+using System.Threading;
namespace Lidgren.Network
{
///
- /// A fast random number generator for .NET
- /// Colin Green, January 2005
+ /// Mersenne Twister PRNG
///
- /// September 4th 2005
- /// Added NextBytesUnsafe() - commented out by default.
- /// Fixed bug in Reinitialise() - y,z and w variables were not being reset.
- ///
- /// Key points:
- /// 1) Based on a simple and fast xor-shift pseudo random number generator (RNG) specified in:
- /// Marsaglia, George. (2003). Xorshift RNGs.
- /// http://www.jstatsoft.org/v08/i14/xorshift.pdf
- ///
- /// This particular implementation of xorshift has a period of 2^128-1. See the above paper to see
- /// how this can be easily extened if you need a longer period. At the time of writing I could find no
- /// information on the period of System.Random for comparison.
- ///
- /// 2) Faster than System.Random. Up to 8x faster, depending on which methods are called.
- ///
- /// 3) Direct replacement for System.Random. This class implements all of the methods that System.Random
- /// does plus some additional methods. The like named methods are functionally equivalent.
- ///
- /// 4) Allows fast re-initialisation with a seed, unlike System.Random which accepts a seed at construction
- /// time which then executes a relatively expensive initialisation routine. This provides a vast speed improvement
- /// if you need to reset the pseudo-random number sequence many times, e.g. if you want to re-generate the same
- /// sequence many times. An alternative might be to cache random numbers in an array, but that approach is limited
- /// by memory capacity and the fact that you may also want a large number of different sequences cached. Each sequence
- /// can each be represented by a single seed value (int) when using FastRandom.
- ///
- /// Notes.
- /// A further performance improvement can be obtained by declaring local variables as static, thus avoiding
- /// re-allocation of variables on each call. However care should be taken if multiple instances of
- /// FastRandom are in use or if being used in a multi-threaded environment.
- public class NetRandom
+ public sealed class NetRandom
{
///
/// Gets a global NetRandom instance
///
public static readonly NetRandom Instance = new NetRandom();
- // The +1 ensures NextDouble doesn't generate 1.0
- const double REAL_UNIT_INT = 1.0 / ((double)int.MaxValue + 1.0);
- const double REAL_UNIT_UINT = 1.0 / ((double)uint.MaxValue + 1.0);
- const uint Y = 842502087, Z = 3579807591, W = 273326509;
+ private const double c_uniformSingleMultiplier = 1.0 / ((double)uint.MaxValue + 1.0);
- private static int s_extraSeed = 42;
+ private static int m_seedIncrement = 997;
- uint x, y, z, w;
+ private const int N = 624;
+ private const int M = 397;
+ private const uint MATRIX_A = 0x9908b0dfU;
+ private const uint UPPER_MASK = 0x80000000U;
+ private const uint LOWER_MASK = 0x7fffffffU;
+ private const uint TEMPER1 = 0x9d2c5680U;
+ private const uint TEMPER2 = 0xefc60000U;
+ private const int TEMPER3 = 11;
+ private const int TEMPER4 = 7;
+ private const int TEMPER5 = 15;
+ private const int TEMPER6 = 18;
- #region Constructors
+ private UInt32[] mt;
+ private int mti;
+ private UInt32[] mag01;
///
- /// Initialises a new instance using time dependent seed.
+ /// Constructor
///
public NetRandom()
{
- // Initialise using the system tick count.
- Reinitialise(GetSeed(this));
+ // make seed from various numbers
+ uint seed = NetHash.Hash(
+ (int)Environment.TickCount,
+ Guid.NewGuid().GetHashCode(),
+ this.GetHashCode(),
+ m_seedIncrement
+ // can't use Environment.WorkingSet or Stopwatch.GetTimestamp here since it's not available or reliable on all platforms
+ );
+
+ mt = new UInt32[N];
+ mti = N + 1;
+ mag01 = new UInt32[] { 0x0U, MATRIX_A };
+ mt[0] = seed;
+ for (int i = 1; i < N; i++)
+ mt[i] = (UInt32)(1812433253 * (mt[i - 1] ^ (mt[i - 1] >> 30)) + i);
}
///
- /// Initialises a new instance using an int value as seed.
- /// This constructor signature is provided to maintain compatibility with
- /// System.Random
+ /// Generates a random value from Int32.MinValue to Int32.MaxValue
///
- public NetRandom(int seed)
+ [CLSCompliant(false)]
+ public uint NextUInt32()
{
- Reinitialise(seed);
+ UInt32 y;
+ if (mti >= N)
+ {
+ GenRandAll();
+ mti = 0;
+ }
+ y = mt[mti++];
+ y ^= (y >> TEMPER3);
+ y ^= (y << TEMPER4) & TEMPER1;
+ y ^= (y << TEMPER5) & TEMPER2;
+ y ^= (y >> TEMPER6);
+ return y;
+ }
+
+ private void GenRandAll()
+ {
+ int kk = 1;
+ UInt32 y;
+ UInt32 p;
+ y = mt[0] & UPPER_MASK;
+ do
+ {
+ p = mt[kk];
+ mt[kk - 1] = mt[kk + (M - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
+ y = p & UPPER_MASK;
+ } while (++kk < N - M + 1);
+ do
+ {
+ p = mt[kk];
+ mt[kk - 1] = mt[kk + (M - N - 1)] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
+ y = p & UPPER_MASK;
+ } while (++kk < N);
+ p = mt[0];
+ mt[N - 1] = mt[M - 1] ^ ((y | (p & LOWER_MASK)) >> 1) ^ mag01[p & 1];
}
///
- /// Create a semi-random seed based on an object
+ /// Fills all bytes in the provided buffer with random values
///
- public static int GetSeed(object forObject)
+ public void NextBytes(byte[] buffer)
{
- // mix some semi-random properties
- int seed = (int)Environment.TickCount;
- seed ^= forObject.GetHashCode();
- //seed ^= (int)(Stopwatch.GetTimestamp());
- //seed ^= (int)(Environment.WorkingSet); // will return 0 on mono
-
- int extraSeed = System.Threading.Interlocked.Increment(ref s_extraSeed);
-
- return seed + extraSeed;
- }
-
- #endregion
-
- #region Public Methods [Reinitialisation]
-
- ///
- /// Reinitialises using an int value as a seed.
- ///
- ///
- public void Reinitialise(int seed)
- {
- // The only stipulation stated for the xorshift RNG is that at least one of
- // the seeds x,y,z,w is non-zero. We fulfill that requirement by only allowing
- // resetting of the x seed
- x = (uint)seed;
- y = Y;
- z = Z;
- w = W;
- }
-
- #endregion
-
- #region Public Methods [System.Random functionally equivalent methods]
-
- ///
- /// Generates a random int over the range 0 to int.MaxValue-1.
- /// MaxValue is not generated in order to remain functionally equivalent to System.Random.Next().
- /// This does slightly eat into some of the performance gain over System.Random, but not much.
- /// For better performance see:
- ///
- /// Call NextInt() for an int over the range 0 to int.MaxValue.
- ///
- /// Call NextUInt() and cast the result to an int to generate an int over the full Int32 value range
- /// including negative values.
- ///
- ///
- public int Next()
- {
- uint t = (x ^ (x << 11));
- x = y; y = z; z = w;
- w = (w ^ (w >> 19)) ^ (t ^ (t >> 8));
-
- // Handle the special case where the value int.MaxValue is generated. This is outside of
- // the range of permitted values, so we therefore call Next() to try again.
- uint rtn = w & 0x7FFFFFFF;
- if (rtn == 0x7FFFFFFF)
- return Next();
- return (int)rtn;
+ NextBytes(buffer, 0, buffer.Length);
}
///
- /// Generates a random int over the range 0 to upperBound-1, and not including upperBound.
+ /// Fills all bytes from offset to offset + length in buffer with random values
///
- ///
- ///
- public int Next(int upperBound)
+ public void NextBytes(byte[] buffer, int offset, int length)
{
- if (upperBound < 0)
- throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=0");
-
- uint t = (x ^ (x << 11));
- x = y; y = z; z = w;
-
- // The explicit int cast before the first multiplication gives better performance.
- // See comments in NextDouble.
- return (int)((REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * upperBound);
- }
-
- ///
- /// Generates a random int over the range lowerBound to upperBound-1, and not including upperBound.
- /// upperBound must be >= lowerBound. lowerBound may be negative.
- ///
- ///
- ///
- ///
- public int Next(int lowerBound, int upperBound)
- {
- if (lowerBound > upperBound)
- throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=lowerBound");
-
- uint t = (x ^ (x << 11));
- x = y; y = z; z = w;
-
- // The explicit int cast before the first multiplication gives better performance.
- // See comments in NextDouble.
- int range = upperBound - lowerBound;
- if (range < 0)
- { // If range is <0 then an overflow has occured and must resort to using long integer arithmetic instead (slower).
- // We also must use all 32 bits of precision, instead of the normal 31, which again is slower.
- return lowerBound + (int)((REAL_UNIT_UINT * (double)(w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))) * (double)((long)upperBound - (long)lowerBound));
+ int full = length / 4;
+ int ptr = offset;
+ for (int i = 0; i < full; i++)
+ {
+ uint r = NextUInt32();
+ buffer[ptr++] = (byte)r;
+ buffer[ptr++] = (byte)(r >> 8);
+ buffer[ptr++] = (byte)(r >> 16);
+ buffer[ptr++] = (byte)(r >> 24);
}
- // 31 bits of precision will suffice if range<=int.MaxValue. This allows us to cast to an int and gain
- // a little more performance.
- return lowerBound + (int)((REAL_UNIT_INT * (double)(int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8))))) * (double)range);
+ int rest = length - (full * 4);
+ for (int i = 0; i < rest; i++)
+ buffer[ptr++] = (byte)NextUInt32();
}
///
- /// Generates a random double. Values returned are from 0.0 up to but not including 1.0.
- ///
- ///
- public double NextDouble()
- {
- uint t = (x ^ (x << 11));
- x = y; y = z; z = w;
-
- // Here we can gain a 2x speed improvement by generating a value that can be cast to
- // an int instead of the more easily available uint. If we then explicitly cast to an
- // 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
- // to an int is very fast (the allocated bits remain the same) and so the overall effect
- // of the extra cast is a significant performance improvement.
- //
- // Also note that the loss of one bit of precision is equivalent to what occurs within
- // System.Random.
- return (REAL_UNIT_INT * (int)(0x7FFFFFFF & (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)))));
- }
-
- ///
- /// 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
///
public float NextSingle()
{
- return (float)NextDouble();
+ return (float)((double)NextUInt32() * c_uniformSingleMultiplier);
}
///
- /// 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
///
- ///
- 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;
}
-
-
- // ///
- // /// 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.
- // ///
- // ///
- // 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]
-
- ///
- /// 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.
- ///
- [CLSCompliant(false)]
- public uint NextUInt()
- {
- uint t = (x ^ (x << 11));
- x = y; y = z; z = w;
- return (w = (w ^ (w >> 19)) ^ (t ^ (t >> 8)));
- }
-
- ///
- /// 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().
- ///
- ///
- 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;
-
- ///
- /// 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.
- ///
- ///
- 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
}
}