AuroraRuntime/Include/Aurora/RNG/IRandomDevice.hpp
Jamie Reece Wilson 77546b5098 [+] IRandomDevice::XXX has VecD variants
[*] Improve: IRandomDevice internal allocations when handling vector arrays
[*] Fix: NextArrayI64RangeInView
2024-09-05 22:50:02 +01:00

273 lines
17 KiB
C++

/***
Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
File: IRandomDevice.hpp
Date: 2021-9-3
Author: Reece
***/
#pragma once
namespace Aurora::RNG
{
static const auto kSizeRNGDevice = 256;
struct IRandomDevice
{
virtual IO::IStreamReader * ToStreamReader() = 0;
virtual Memory::MemoryViewRead ToSeed() = 0;
virtual void Read(Memory::MemoryViewWrite view) = 0;
virtual AuString NextString(AuUInt32 uLength, ERngStringCharacters type = ERngStringCharacters::eAlphaCharacters) = 0;
virtual void NextString(char *pString, AuUInt32 uLength, ERngStringCharacters type = ERngStringCharacters::eAlphaCharacters) = 0;
virtual AuUInt8 NextByte() = 0;
virtual bool NextBoolean() = 0;
virtual AuUInt32 NextU32() = 0;
virtual AuUInt32 NextU32Range(AuUInt32 uMin, AuUInt32 uMax) = 0;
virtual AuInt32 NextI32Range(AuInt32 iMin, AuInt32 iMax) = 0;
virtual AuUInt64 NextU64() = 0;
virtual AuUInt64 NextU64Range(AuUInt64 uMin, AuUInt64 uMax) = 0;
virtual AuInt64 NextI64Range(AuInt64 iMin, AuInt64 iMax) = 0;
virtual AuVec2 NextVec2(AuVec2 boundA, AuVec2 boundB) = 0;
virtual AuVec2 NextVec2Sorted(AuVec2 min, AuVec2 max) = 0;
virtual AuVec3 NextVec3(AuVec3 boundA, AuVec3 boundB) = 0;
virtual AuVec3 NextVec3Sorted(AuVec3 min, AuVec3 max) = 0;
virtual AuVec4 NextVec4(AuVec4 boundA, AuVec4 boundB) = 0;
virtual AuVec4 NextVec4Sorted(AuVec4 min, AuVec4 max) = 0;
virtual AuVecD2 NextVecD2(AuVecD2 boundA, AuVecD2 boundB) = 0;
virtual AuVecD2 NextVecD2Sorted(AuVecD2 min, AuVecD2 max) = 0;
virtual AuVecD3 NextVecD3(AuVecD3 boundA, AuVecD3 boundB) = 0;
virtual AuVecD3 NextVecD3Sorted(AuVecD3 min, AuVecD3 max) = 0;
virtual AuVecD4 NextVecD4(AuVecD4 boundA, AuVecD4 boundB) = 0;
virtual AuVecD4 NextVecD4Sorted(AuVecD4 min, AuVecD4 max) = 0;
virtual double NextDecimal() = 0;
virtual double NextNumber(double dMin, double dMax) = 0;
virtual AuUInt32 NextIndex(AuUInt32 uCount /* = max + 1*/) = 0;
virtual uuids::uuid NextUUID() = 0;
// Note: Fast arrays are deterministic with little seed entropy (usually 64bits, sometimes 32bits).
//
// Wont mitigate; use the slower non-fast variants if each numeric value (if not vec) OR
// a *group* of N-components of each vector (if vec) need to be unique.
//
// Fast arrays simply rehash the previous bits to get the next component. While hopefully
// perfectly uniform (otherwise the hash wouldn't be a good hash), it's entirely possible
// to extrapolate the next value in the sequence.
//
// In addition, this applies to non-fast components of each vector; given an X component,
// you can derive the Y and Z, even under non-fast functions. Fast vectors means the next
// vector can be extrapolated from the previous group of vector components; nonfast, you
// can only solve Y and Z. Fast vector arrays only have 64bits of entropy extrapolated to
// 52bits * uCount * N bits of fully deterministic components; nonfast vector arrays have
// 64bits * uCount bits of entropy, extrapolated to 52bits * uCount * N bits of partially
// in-vector extrapolatable bits.
//
// Also note, it might not even be possible to extrapolate these components in practice.
// This is because each component has some bits chucked away when shoving the seed into
// the mantissa, and then each component gets manipulated using the same range provided
// by the bound[..]s or min/max vecs parameters. Some bruteforce would be required.
//
// Wont add generics: if constexprs are very modern; we have slight differences between types;
// generics would needs extra tags to handle memory view (near?) alloc-less
// operations! Method<T, bool, bool> is too ambigious compared to simple
// unoverloaded and verbose/self-documenting method names. Also easier to bind
// this way.
virtual AuList<AuInt32> NextArrayI32Range(AuUInt32 uCount, AuInt32 iMin, AuInt32 iMax) = 0;
virtual AuList<AuInt32> NextArrayI32RangeFast(AuUInt32 uCount, AuInt32 iMin, AuInt32 iMax) = 0;
virtual AuList<AuUInt32> NextArrayU32Range(AuUInt32 uCount, AuUInt32 uMin, AuUInt32 uMax) = 0;
virtual AuList<AuUInt32> NextArrayU32RangeFast(AuUInt32 uCount, AuUInt32 uMin, AuUInt32 uMax) = 0;
virtual AuList<AuInt64> NextArrayI64Range(AuUInt32 uCount, AuInt64 iMin, AuInt64 iMax) = 0;
virtual AuList<AuInt64> NextArrayI64RangeFast(AuUInt32 uCount, AuInt64 iMin, AuInt64 iMax) = 0;
virtual AuList<AuUInt64> NextArrayU64Range(AuUInt32 uCount, AuUInt64 uMin, AuUInt64 uMax) = 0;
virtual AuList<AuUInt64> NextArrayU64RangeFast(AuUInt32 uCount, AuUInt64 uMin, AuUInt64 uMax) = 0;
virtual AuList<AuUInt32> NextArrayU32Mask(AuUInt32 uCount, AuUInt32 uMask) = 0;
virtual AuList<AuUInt64> NextArrayU64Mask(AuUInt32 uCount, AuUInt64 uMask) = 0;
virtual AuList<double> NextArrayDoubleRange(AuUInt32 uCount, double dMin, double dMax) = 0;
virtual AuList<double> NextArrayDoubleRangeFast(AuUInt32 uCount, double dMin, double dMax) = 0;
virtual AuList<AuInt32> NextArrayI32(AuUInt32 uCount) = 0;
virtual AuList<AuUInt32> NextArrayU32(AuUInt32 uCount) = 0;
virtual AuList<AuInt64> NextArrayI64(AuUInt32 uCount) = 0;
virtual AuList<AuUInt64> NextArrayU64(AuUInt32 uCount) = 0;
virtual AuList<AuVec2> NextArrayVec2(AuUInt32 uCount, AuVec2 boundA, AuVec2 boundB) = 0;
virtual AuList<AuVec2> NextArrayVec2Fast(AuUInt32 uCount, AuVec2 boundA, AuVec2 boundB) = 0;
virtual AuList<AuVec2> NextArrayVec2Sorted(AuUInt32 uCount, AuVec2 min, AuVec2 max) = 0;
virtual AuList<AuVec2> NextArrayVec2SortedFast(AuUInt32 uCount, AuVec2 min, AuVec2 max) = 0;
virtual AuList<AuVec3> NextArrayVec3(AuUInt32 uCount, AuVec3 boundA, AuVec3 boundB) = 0;
virtual AuList<AuVec3> NextArrayVec3Fast(AuUInt32 uCount, AuVec3 boundA, AuVec3 boundB) = 0;
virtual AuList<AuVec3> NextArrayVec3Sorted(AuUInt32 uCount, AuVec3 min, AuVec3 max) = 0;
virtual AuList<AuVec3> NextArrayVec3SortedFast(AuUInt32 uCount, AuVec3 min, AuVec3 max) = 0;
virtual AuList<AuVec4> NextArrayVec4(AuUInt32 uCount, AuVec4 boundA, AuVec4 boundB) = 0;
virtual AuList<AuVec4> NextArrayVec4Fast(AuUInt32 uCount, AuVec4 boundA, AuVec4 boundB) = 0;
virtual AuList<AuVec4> NextArrayVec4Sorted(AuUInt32 uCount, AuVec4 min, AuVec4 max) = 0;
virtual AuList<AuVec4> NextArrayVec4SortedFast(AuUInt32 uCount, AuVec4 min, AuVec4 max) = 0;
virtual AuList<AuVecD2> NextArrayVecD2(AuUInt32 uCount, AuVecD2 boundA, AuVecD2 boundB) = 0;
virtual AuList<AuVecD2> NextArrayVecD2Fast(AuUInt32 uCount, AuVecD2 boundA, AuVecD2 boundB) = 0;
virtual AuList<AuVecD2> NextArrayVecD2Sorted(AuUInt32 uCount, AuVecD2 min, AuVecD2 max) = 0;
virtual AuList<AuVecD2> NextArrayVecD2SortedFast(AuUInt32 uCount, AuVecD2 min, AuVecD2 max) = 0;
virtual AuList<AuVecD3> NextArrayVecD3(AuUInt32 uCount, AuVecD3 boundA, AuVecD3 boundB) = 0;
virtual AuList<AuVecD3> NextArrayVecD3Fast(AuUInt32 uCount, AuVecD3 boundA, AuVecD3 boundB) = 0;
virtual AuList<AuVecD3> NextArrayVecD3Sorted(AuUInt32 uCount, AuVecD3 min, AuVecD3 max) = 0;
virtual AuList<AuVecD3> NextArrayVecD3SortedFast(AuUInt32 uCount, AuVecD3 min, AuVecD3 max) = 0;
virtual AuList<AuVecD4> NextArrayVecD4(AuUInt32 uCount, AuVecD4 boundA, AuVecD4 boundB) = 0;
virtual AuList<AuVecD4> NextArrayVecD4Fast(AuUInt32 uCount, AuVecD4 boundA, AuVecD4 boundB) = 0;
virtual AuList<AuVecD4> NextArrayVecD4Sorted(AuUInt32 uCount, AuVecD4 min, AuVecD4 max) = 0;
virtual AuList<AuVecD4> NextArrayVecD4SortedFast(AuUInt32 uCount, AuVecD4 min, AuVecD4 max) = 0;
virtual AuList<double> NextArrayDouble(AuUInt32 uCount) = 0;
virtual AuList<double> NextArrayDecimals(AuUInt32 uCount) = 0;
virtual AuList<double> NextArrayDecimalsFast(AuUInt32 uCount) = 0;
virtual AuList<uuids::uuid> NextArrayUUIDs(AuUInt32 uCount) = 0;
virtual AuUInt NextArrayI32RangeInView(Memory::MemoryViewWrite write, AuInt32 iMin, AuInt32 iMax) = 0;
virtual AuUInt NextArrayI32RangeFastInView(Memory::MemoryViewWrite write, AuInt32 iMin, AuInt32 iMax) = 0;
virtual AuUInt NextArrayU32RangeInView(Memory::MemoryViewWrite write, AuUInt32 uMin, AuUInt32 uMax) = 0;
virtual AuUInt NextArrayU32RangeFastInView(Memory::MemoryViewWrite write, AuUInt32 uMin, AuUInt32 uMax) = 0;
virtual AuUInt NextArrayI64RangeInView(Memory::MemoryViewWrite write, AuInt64 iMin, AuInt64 iMax) = 0;
virtual AuUInt NextArrayI64RangeFastInView(Memory::MemoryViewWrite write, AuInt64 iMin, AuInt64 iMax) = 0;
virtual AuUInt NextArrayU64RangeInView(Memory::MemoryViewWrite write, AuUInt64 uMin, AuUInt64 uMax) = 0;
virtual AuUInt NextArrayU64RangeFastInView(Memory::MemoryViewWrite write, AuUInt64 uMin, AuUInt64 uMax) = 0;
virtual AuUInt NextArrayU32MaskInView(Memory::MemoryViewWrite write, AuUInt32 uMask) = 0;
virtual AuUInt NextArrayU64MaskInView(Memory::MemoryViewWrite write, AuUInt64 uMask) = 0;
virtual AuUInt NextArrayDoubleRangeInView(Memory::MemoryViewWrite write, double dMin, double dMax) = 0;
virtual AuUInt NextArrayDoubleRangeFastInView(Memory::MemoryViewWrite write, double dMin, double dMax) = 0;
virtual AuUInt NextArrayI32InView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayU32InView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayI64InView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayU64InView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayVec2InView(Memory::MemoryViewWrite write, AuVec2 boundA, AuVec2 boundB) = 0;
virtual AuUInt NextArrayVec2FastInView(Memory::MemoryViewWrite write, AuVec2 boundA, AuVec2 boundB) = 0;
virtual AuUInt NextArrayVec2SortedInView(Memory::MemoryViewWrite write, AuVec2 min, AuVec2 max) = 0;
virtual AuUInt NextArrayVec2SortedFastInView(Memory::MemoryViewWrite write, AuVec2 min, AuVec2 max) = 0;
virtual AuUInt NextArrayVec3InView(Memory::MemoryViewWrite write, AuVec3 boundA, AuVec3 boundB) = 0;
virtual AuUInt NextArrayVec3FastInView(Memory::MemoryViewWrite write, AuVec3 boundA, AuVec3 boundB) = 0;
virtual AuUInt NextArrayVec3SortedInView(Memory::MemoryViewWrite write, AuVec3 min, AuVec3 max) = 0;
virtual AuUInt NextArrayVec3SortedFastInView(Memory::MemoryViewWrite write, AuVec3 min, AuVec3 max) = 0;
virtual AuUInt NextArrayVec4InView(Memory::MemoryViewWrite write, AuVec4 boundA, AuVec4 boundB) = 0;
virtual AuUInt NextArrayVec4FastInView(Memory::MemoryViewWrite write, AuVec4 boundA, AuVec4 boundB) = 0;
virtual AuUInt NextArrayVec4SortedInView(Memory::MemoryViewWrite write, AuVec4 min, AuVec4 max) = 0;
virtual AuUInt NextArrayVec4SortedFastInView(Memory::MemoryViewWrite write, AuVec4 min, AuVec4 max) = 0;
virtual AuUInt NextArrayVecD2InView(Memory::MemoryViewWrite write, AuVecD2 boundA, AuVecD2 boundB) = 0;
virtual AuUInt NextArrayVecD2FastInView(Memory::MemoryViewWrite write, AuVecD2 boundA, AuVecD2 boundB) = 0;
virtual AuUInt NextArrayVecD2SortedInView(Memory::MemoryViewWrite write, AuVecD2 min, AuVecD2 max) = 0;
virtual AuUInt NextArrayVecD2SortedFastInView(Memory::MemoryViewWrite write, AuVecD2 min, AuVecD2 max) = 0;
virtual AuUInt NextArrayVecD3InView(Memory::MemoryViewWrite write, AuVecD3 boundA, AuVecD3 boundB) = 0;
virtual AuUInt NextArrayVecD3FastInView(Memory::MemoryViewWrite write, AuVecD3 boundA, AuVecD3 boundB) = 0;
virtual AuUInt NextArrayVecD3SortedInView(Memory::MemoryViewWrite write, AuVecD3 min, AuVecD3 max) = 0;
virtual AuUInt NextArrayVecD3SortedFastInView(Memory::MemoryViewWrite write, AuVecD3 min, AuVecD3 max) = 0;
virtual AuUInt NextArrayVecD4InView(Memory::MemoryViewWrite write, AuVecD4 boundA, AuVecD4 boundB) = 0;
virtual AuUInt NextArrayVecD4FastInView(Memory::MemoryViewWrite write, AuVecD4 boundA, AuVecD4 boundB) = 0;
virtual AuUInt NextArrayVecD4SortedInView(Memory::MemoryViewWrite write, AuVecD4 min, AuVecD4 max) = 0;
virtual AuUInt NextArrayVecD4SortedFastInView(Memory::MemoryViewWrite write, AuVecD4 min, AuVecD4 max) = 0;
virtual AuUInt NextArrayDoubleInView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayDecimalsInView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayDecimalsFastInView(Memory::MemoryViewWrite write) = 0;
virtual AuUInt NextArrayUUIDsInView(Memory::MemoryViewWrite write) = 0;
template<typename T, int N>
inline void NextFillArray(T(&array)[N])
{
Read(Memory::MemoryViewWrite(array));
}
template<typename T>
inline void NextFillArray(T *pArray, AuUInt32 uCount)
{
Read(Memory::MemoryViewWrite(pArray, uCount * sizeof(T)));
}
template<typename T>
void NextFillRange(T &container)
{
NextFillArray(container.begin(), container.end() - container.begin());
}
inline void NextFillBuffer(Memory::ByteBuffer &buffer)
{
auto view = buffer.GetNextLinearWrite();
NextFillRange(view);
buffer.writePtr += view.length;
}
/**
* @brief
* @deprecated
*/
inline void NextFillRange(Memory::ByteBuffer &buffer)
{
NextFillBuffer(buffer);
}
template<typename T>
inline T NextFillTmpl()
{
T ret {};
Read(Memory::MemoryViewWrite(&ret, sizeof(T)));
return ret;
}
template<typename T>
inline T NextIterator(T begin, T end)
{
auto nextItr = begin;
auto uCount = std::distance(begin, end);
std::advance(nextItr, NextIndex(uCount));
return nextItr;
}
template<typename T>
inline T &NextArray(T *pItems, AuUInt32 uCount)
{
return pItems[NextIndex(uCount)];
}
template<typename T>
inline auto NextRange(T &items)
{
return NextIterator(items.begin(), items.end());
}
template<typename T>
inline T &NextList(AuList<T> &items)
{
return *NextRange(items);
}
template<typename T>
inline const T &NextList(const AuList<T> &items)
{
return *NextRange(items);
}
template<typename T>
inline void ShuffleIterators(T begin, T end)
{
// Hitting TLS through the IAT is as dumb as throwing OOM to shuffle
// DUMB either way
AU_DEBUG_MEMCRUNCH;
auto uCount = std::distance(begin, end);
auto nextIndexArray = this->NextArrayU32RangeFast(uCount, 0, uCount - 1);
for (AU_ITERATE_N(i, AuUInt(uCount)))
{
auto nextItrA = begin;
auto nextItrB = begin;
std::advance(nextItrA, i);
std::advance(nextItrB, nextIndexArray[i]);
AuSwap(*nextItrA, *nextItrB);
}
}
template<typename T>
inline void ShuffleList(AuList<T> &list)
{
this->ShuffleIterators(list.begin(), list.end());
}
};
AUKN_SHARED_SOO2(Random, IRandomDevice, kSizeRNGDevice,
((const RandomDef &, def)),
const RandomDef &def);
}