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391 lines
15 KiB
C#
391 lines
15 KiB
C#
using System;
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using System.Diagnostics;
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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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///
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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 15x 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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///
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/// </summary>
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public sealed class NetRandom : Random
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{
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public static NetRandom Instance = new NetRandom();
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protected override double Sample()
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{
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return NextDouble();
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}
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// The +1 ensures NextDouble doesn't generate 1.0
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private const double c_realUnitInt = 1.0 / ((double)int.MaxValue + 1.0);
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private const double c_realUnitUint = 1.0 / ((double)uint.MaxValue + 1.0);
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private const uint c_y = 842502087, c_z = 3579807591, c_w = 273326509;
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private static int s_extraSeed = 42;
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uint m_x, m_y, m_z, m_w;
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/// <summary>
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/// Returns a random seed based on time and working set
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/// </summary>
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public static int GetRandomSeed(object forObject)
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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 = Interlocked.Increment(ref s_extraSeed);
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return seed + extraSeed;
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}
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/// <summary>
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/// Initialises a new instance using time dependent seed.
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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(GetRandomSeed(this));
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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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/// </summary>
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public NetRandom(int seed)
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{
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Reinitialise(seed);
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}
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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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m_x = (uint)seed;
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m_y = c_y;
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m_z = c_z;
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m_w = c_w;
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}
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/// <summary>
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/// Generates a uint. Values returned are over the full range of a uint,
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/// uint.MinValue to uint.MaxValue, including the min and max values.
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/// </summary>
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[CLSCompliant(false)]
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public uint NextUInt()
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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return (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)));
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}
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/// <summary>
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/// Generates a random int. Values returned are over the range 0 to int.MaxValue-1.
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/// MaxValue is not generated to remain functionally equivalent to System.Random.Next().
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/// If you require an int from the full range, including negative values then call
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/// NextUint() and cast the value to an int.
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/// </summary>
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/// <returns></returns>
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public override int Next()
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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return (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8))));
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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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/// </summary>
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public override int Next(int maxValue)
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{
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if (maxValue < 0)
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throw new ArgumentOutOfRangeException("maxValue", maxValue, "maxValue must be >=0");
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_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)((c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8))))) * maxValue);
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}
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/// <summary>
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/// Generates a random int over the range minValue to maxValue-1, and not including maxValue.
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/// maxValue must be >= minValue. minValue may be negative.
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/// </summary>
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public override int Next(int minValue, int maxValue)
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{
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if (minValue > maxValue)
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throw new ArgumentOutOfRangeException("maxValue", maxValue, "maxValue must be >=minValue");
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_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 = maxValue - minValue;
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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 minValue + (int)((c_realUnitUint * (double)(m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))) * (double)((long)maxValue - (long)minValue));
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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 anf gain
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// a little more performance.
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return minValue + (int)((c_realUnitInt * (double)(int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8))))) * (double)range);
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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 override double NextDouble()
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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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,
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// 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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return (c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))));
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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 float NextFloat()
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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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,
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// 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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return (float)(c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))));
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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 roof
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/// </summary>
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/// <returns></returns>
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public float NextFloat(float roof)
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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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,
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// 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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float f = (float)(c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))));
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return f * roof;
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}
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/// <summary>
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/// Generates a random double. Values returned are from min up to but not including min + variance
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/// </summary>
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/// <returns></returns>
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public float NextFloat(float min, float variance)
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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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,
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// 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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float f = (float)(c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))));
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return min + f * variance;
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}
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/// <summary>
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/// If passed 0.7f it will return true 7 times out of 10
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/// </summary>
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/// <returns></returns>
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public bool Chance(float percentChance)
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{
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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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,
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// 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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double hit = (c_realUnitInt * (int)(0x7FFFFFFF & (m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8)))));
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return (hit < percentChance);
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}
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/// <summary>
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/// Returns a System.Single larger or equal to 0 and smaller than 1.0f - gaussian distributed!
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/// </summary>
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public float NextGaussian()
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{
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return (float)((NextDouble() + NextDouble() + NextDouble()) / 3.0);
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}
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/// <summary>
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/// Fills the provided byte array with random bytes.
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/// Increased performance is achieved by dividing and packaging bits directly from the
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/// random number generator and storing them in 4 byte 'chunks'.
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/// </summary>
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/// <param name="buffer"></param>
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public override void NextBytes(byte[] buffer)
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{
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// Fill up the bulk of the buffer in chunks of 4 bytes at a time.
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uint x = this.m_x, y = this.m_y, z = this.m_z, w = this.m_w;
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int i = 0;
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uint t;
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for (; i < buffer.Length - 3; )
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{
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// Generate 4 bytes.
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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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buffer[i++] = (byte)(w & 0x000000FF);
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buffer[i++] = (byte)((w & 0x0000FF00) >> 8);
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buffer[i++] = (byte)((w & 0x00FF0000) >> 16);
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buffer[i++] = (byte)((w & 0xFF000000) >> 24);
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}
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// Fill up any remaining bytes in the buffer.
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if (i < buffer.Length)
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{
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// Generate 4 bytes.
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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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buffer[i++] = (byte)(w & 0x000000FF);
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if (i < buffer.Length)
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{
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buffer[i++] = (byte)((w & 0x0000FF00) >> 8);
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if (i < buffer.Length)
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{
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buffer[i++] = (byte)((w & 0x00FF0000) >> 16);
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if (i < buffer.Length)
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{
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buffer[i] = (byte)((w & 0xFF000000) >> 24);
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}
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}
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}
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}
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this.m_x = x; this.m_y = y; this.m_z = z; this.m_w = w;
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}
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// /// <summary>
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// /// A version of NextBytes that uses a pointer to set 4 bytes of the byte buffer in one operation
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// /// thus providing a nice speedup. Note that this requires the unsafe compilation flag to be specified
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// /// and so is commented out by default.
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// /// </summary>
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// /// <param name="buffer"></param>
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// public unsafe void NextBytesUnsafe(byte[] buffer)
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// {
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// if(buffer.Length % 4 != 0)
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// throw new ArgumentException("Buffer length must be divisible by 4", "buffer");
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//
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// uint x=this.x, y=this.y, z=this.z, w=this.w;
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// uint t;
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//
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// fixed(byte* pByte0 = buffer)
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// {
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// uint* pDWord = (uint*)pByte0;
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// for(int i = 0, len = buffer.Length>>2; i < len; i++)
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// {
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// t=(x^(x<<11));
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// x=y; y=z; z=w;
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// *pDWord++ = w = (w^(w>>19))^(t^(t>>8));
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// }
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// }
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//
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// this.x=x; this.y=y; this.z=z; this.w=w;
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// }
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// Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
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// with bitBufferIdx.
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uint bitBuffer;
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int bitBufferIdx = 32;
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/// <summary>
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/// Generates random bool.
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/// Increased performance is achieved by buffering 32 random bits for
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/// future calls. Thus the random number generator is only invoked once
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/// in every 32 calls.
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/// </summary>
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/// <returns></returns>
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public bool NextBool()
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{
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if (bitBufferIdx == 32)
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{
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// Generate 32 more bits.
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uint t = (m_x ^ (m_x << 11));
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m_x = m_y; m_y = m_z; m_z = m_w;
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bitBuffer = m_w = (m_w ^ (m_w >> 19)) ^ (t ^ (t >> 8));
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// Reset the idx that tells us which bit to read next.
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bitBufferIdx = 1;
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return (bitBuffer & 0x1) == 1;
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}
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bitBufferIdx++;
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return ((bitBuffer >>= 1) & 0x1) == 1;
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}
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}
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}
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