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/// ------------------------------------------------------
/// RandomOps - (Pseudo) Random Number Generator For C#
/// Copyright (C) 2003-2010 Magnus Erik Hvass Pedersen.
/// Please see the file license.txt for license details.
/// RandomOps on the internet: http://www.Hvass-Labs.org/
/// ------------------------------------------------------
using System;
using System.Collections.Generic;
namespace RandomOps
{
/// <summary>
/// Base-class for an RNG which retrieves a stream of random
/// bytes from somewhere, e.g. from a file, from the internet,
/// or from a physical device such as a USB-device.
/// </summary>
public abstract class ByteStream : Random
{
#region Constructor.
/// <summary>
/// Construct the RNG-object.
/// </summary>
/// <param name="bufferSize">Number of random bytes the buffer holds.</param>
/// <param name="randFallback">Fallback RNG to be used when buffer is empty.</param>
/// <param name="numFallback">Use fallback RNG for this many bytes before trying to fill buffer again.</param>
public ByteStream(int bufferSize, Random randFallback, int numFallback)
{
RandFallback = randFallback;
NumFallback = numFallback;
BufferSize = Math.Max(bufferSize, sizeof(UInt32));
Queue = new Queue<byte>(BufferSize);
// Fill the buffer so it is ready to use.
FillBuffer();
}
#endregion
#region Properties.
/// <summary>
/// The number of bytes to fill the buffer with.
/// </summary>
protected int FillCount
{
get { return BufferSize - Queue.Count; }
}
/// <summary>
/// The maximum number of bytes that can be retrieved in a single
/// call to DoFillBuffer(). Usually this is the same as BufferSize,
/// but some sources allow a maximum number of bytes that can be
/// retrieved each time or they will generate an error.
/// </summary>
protected virtual int MaxRetrieveLength
{
get { return BufferSize; }
}
#endregion
#region Internal variables.
/// <summary>
/// The queue used for buffering the retrieved bytes.
/// </summary>
protected Queue<byte> Queue;
/// <summary>
/// Desired size of the byte-buffer.
/// </summary>
protected int BufferSize;
/// <summary>
/// 1.0/((double)UInt32.MaxValue + 2), for convenience and speed.
/// </summary>
double _randMaxPlusTwoInv = 1.0 / ((double)UInt32.MaxValue + 2);
#endregion
#region Fallback RNG.
/// <summary>
/// Fallback RNG.
/// </summary>
protected Random RandFallback;
/// <summary>
/// Number of bytes to retrieve from Fallback RNG
/// whenever buffer becomes empty.
/// </summary>
protected int NumFallback
{
get;
private set;
}
/// <summary>
/// How many bytes yet to be retrieved from Fallback RNG
/// before buffer will be attempted filled again.
/// </summary>
protected int FallbackCount = 0;
#endregion
#region Fill buffer.
/// <summary>
/// Override this so that it retrieves the requested number of bytes
/// and calls AddBuffer() to add them to the buffer.
/// </summary>
/// <param name="length">Number of bytes to be retrieved.</param>
protected abstract void DoFillBuffer(int length);
/// <summary>
/// Fill the buffer by calling DoFillBuffer(). The entire buffer
/// may not be fillable in one call of DoFillBuffer(), e.g. due
/// to restrictions on the source of the bytes, and hence several
/// calls to DoFillBuffer() must be made.
/// </summary>
/// <exception>
/// All exceptions cause the Fallback RNG to be used.
/// </exception>
public virtual void FillBuffer()
{
int fillCount = FillCount;
try
{
while (fillCount > 0)
{
DoFillBuffer(System.Math.Min(fillCount, MaxRetrieveLength));
fillCount -= MaxRetrieveLength;
}
}
catch
{
// Various internet errors may occur. Simply do nothing
// and let the fallback RNG generate numbers instead
// when the byte-buffer is discovered to be empty.
FallbackCount = NumFallback;
}
}
/// <summary>
/// Fill the buffer with at least the number of bytes designated.
/// </summary>
/// <param name="size">Number of bytes requested to be in buffer.</param>
public void FillBuffer(int size)
{
if (BufferSize < size)
{
BufferSize = size;
}
FillBuffer();
}
/// <summary>
/// Add retrieved random bytes to the buffer.
/// </summary>
/// <param name="buffer">Random bytes to be added.</param>
protected virtual void AddBuffer(IEnumerable<byte> buffer)
{
foreach (byte b in buffer)
{
Queue.Enqueue(b);
}
}
#endregion
#region Availability status.
/// <summary>
/// Is a single random byte currently available in the buffer?
/// </summary>
public bool IsAvailableByte()
{
return IsAvailable(sizeof(byte));
}
/// <summary>
/// Is the given number of random bytes currently available in the buffer?
/// </summary>
public bool IsAvailableBytes(int length)
{
return IsAvailable(length);
}
/// <summary>
/// Is a random number available in the buffer using the Uniform() method?
/// </summary>
public bool IsAvailableUniform()
{
return IsAvailable(sizeof(UInt32));
}
/// <summary>
/// Determine if the requested number of bytes are available, if not
/// then refill buffer.
/// </summary>
/// <param name="numBytes">Number of bytes requested.</param>
/// <returns>Boolean indicating whether the requested number of bytes are available.</returns>
protected virtual bool IsAvailable(int numBytes)
{
if (FallbackCount > 0)
{
// Decrease the fallback-counter.
FallbackCount = System.Math.Max(0, FallbackCount - numBytes);
}
else if (Queue.Count < numBytes)
{
// Resize buffer if more bytes are suddenly requested than it
// has capacity for.
if (BufferSize < numBytes)
{
BufferSize = numBytes;
}
// Fill the buffer and wait for the results (i.e. synchronous execution).
FillBuffer();
}
return (Queue.Count >= numBytes);
}
#endregion
#region Base-class overrides.
/// <summary>
/// Draw a random boolean with equal probability of true or false.
/// Use the buffered random bytes if available, otherwise use Fallback RNG.
/// </summary>
public override byte Byte()
{
byte b = (IsAvailableByte()) ? (Queue.Dequeue()) : (RandFallback.Byte());
return b;
}
/// <summary>
/// Draw an array of random and uniform bytes.
/// Use the buffered random bytes if available, otherwise use Fallback RNG.
/// </summary>
/// <param name="length">The array length requested.</param>
public override byte[] Bytes(int length)
{
byte[] arr;
if (IsAvailableBytes(length))
{
arr = new byte[length];
for (int i = 0; i < length; i++)
{
arr[i] = Queue.Dequeue();
}
}
else
{
arr = RandFallback.Bytes(length);
}
return arr;
}
/// <summary>
/// Draw a uniform random number in the exclusive range (0,1)
/// This uses the Bytes() method to draw 4 random bytes, make them
/// into an integer, and make that into a double. As such, it will
/// indirectly use the Fallback RNG if no random bytes are available
/// in the buffer.
/// </summary>
public sealed override double Uniform()
{
double value;
if (IsAvailableUniform())
{
byte[] b = Bytes(sizeof(UInt32));
UInt32 rand = BitConverter.ToUInt32(b, 0);
double randPlusOne = (double)rand + 1;
value = randPlusOne * _randMaxPlusTwoInv;
}
else
{
value = RandFallback.Uniform();
}
return value;
}
/// <summary>
/// Draw a random boolean with equal probability of drawing true or false.
/// This indirectly uses the Byte() method and will as such use the Fallback
/// RNG if no buffered random bytes are available.
/// </summary>
public sealed override bool Bool()
{
byte b = Byte();
return b <= (byte.MaxValue / 2);
}
#endregion
}
}