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/*
* Copyright 2017 Facebook, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#define FOLLY_RANDOM_H_
#include <cstdint>
#include <random>
#include <type_traits>
#include <folly/Portability.h>
#if FOLLY_HAVE_EXTRANDOM_SFMT19937
#include <ext/random>
#endif
namespace folly {
/**
* A PRNG with one instance per thread. This PRNG uses a mersenne twister random
* number generator and is seeded from /dev/urandom. It should not be used for
* anything which requires security, only for statistical randomness.
*
* An instance of this class represents the current threads PRNG. This means
* copying an instance of this class across threads will result in corruption
*
* Most users will use the Random class which implicitly creates this class.
* However, if you are worried about performance, you can memoize the TLS
* lookups that get the per thread state by manually using this class:
*
* ThreadLocalPRNG rng;
* for (...) {
* Random::rand32(rng);
* }
*/
class ThreadLocalPRNG {
public:
typedef uint32_t result_type;
uint32_t operator()() {
// Using a static method allows the compiler to avoid allocating stack space
// for this class.
return getImpl(local_);
}
static constexpr result_type min() {
return std::numeric_limits<result_type>::min();
}
static constexpr result_type max() {
return std::numeric_limits<result_type>::max();
}
friend class Random;
ThreadLocalPRNG();
class LocalInstancePRNG;
private:
static result_type getImpl(LocalInstancePRNG* local);
LocalInstancePRNG* local_;
};
class Random {
private:
template <class RNG>
using ValidRNG = typename std::enable_if<
std::is_unsigned<typename std::result_of<RNG&()>::type>::value,
RNG>::type;
public:
// Default generator type.
#if FOLLY_HAVE_EXTRANDOM_SFMT19937
typedef __gnu_cxx::sfmt19937 DefaultGenerator;
#else
typedef std::mt19937 DefaultGenerator;
#endif
/**
* Get secure random bytes. (On Linux and OSX, this means /dev/urandom).
*/
static void secureRandom(void* data, size_t len);
/**
* Shortcut to get a secure random value of integral type.
*/
template <class T>
static typename std::enable_if<
std::is_integral<T>::value && !std::is_same<T,bool>::value,
T>::type
secureRandom() {
T val;
secureRandom(&val, sizeof(val));
return val;
}
/**
* (Re-)Seed an existing RNG with a good seed.
*
* Note that you should usually use ThreadLocalPRNG unless you need
* reproducibility (such as during a test), in which case you'd want
* to create a RNG with a good seed in production, and seed it yourself
* in test.
*/
template <class RNG = DefaultGenerator, class /* EnableIf */ = ValidRNG<RNG>>
static void seed(RNG& rng);
/**
* Create a new RNG, seeded with a good seed.
*
* Note that you should usually use ThreadLocalPRNG unless you need
* reproducibility (such as during a test), in which case you'd want
* to create a RNG with a good seed in production, and seed it yourself
* in test.
*/
template <class RNG = DefaultGenerator, class /* EnableIf */ = ValidRNG<RNG>>
static RNG create();
/**
* Returns a random uint32_t
*/
static uint32_t rand32() {
return rand32(ThreadLocalPRNG());
}
/**
* Returns a random uint32_t given a specific RNG
*/
template <class RNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint32_t rand32(RNG&& rng) {
return rng();
}
/**
* Returns a random uint32_t in [0, max). If max == 0, returns 0.
*/
static uint32_t rand32(uint32_t max) {
return rand32(0, max, ThreadLocalPRNG());
}
/**
* Returns a random uint32_t in [0, max) given a specific RNG.
* If max == 0, returns 0.
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint32_t rand32(uint32_t max, RNG&& rng) {
return rand32(0, max, rng);
}
/**
* Returns a random uint32_t in [min, max). If min == max, returns 0.
*/
static uint32_t rand32(uint32_t min, uint32_t max) {
return rand32(min, max, ThreadLocalPRNG());
}
/**
* Returns a random uint32_t in [min, max) given a specific RNG.
* If min == max, returns 0.
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint32_t rand32(uint32_t min, uint32_t max, RNG&& rng) {
if (min == max) {
return 0;
}
return std::uniform_int_distribution<uint32_t>(min, max - 1)(rng);
}
/**
* Returns a random uint64_t
*/
static uint64_t rand64() {
return rand64(ThreadLocalPRNG());
}
/**
* Returns a random uint64_t
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint64_t rand64(RNG&& rng) {
return ((uint64_t)rng() << 32) | rng();
}
/**
* Returns a random uint64_t in [0, max). If max == 0, returns 0.
*/
static uint64_t rand64(uint64_t max) {
return rand64(0, max, ThreadLocalPRNG());
}
/**
* Returns a random uint64_t in [0, max). If max == 0, returns 0.
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint64_t rand64(uint64_t max, RNG&& rng) {
return rand64(0, max, rng);
}
/**
* Returns a random uint64_t in [min, max). If min == max, returns 0.
*/
static uint64_t rand64(uint64_t min, uint64_t max) {
return rand64(min, max, ThreadLocalPRNG());
}
/**
* Returns a random uint64_t in [min, max). If min == max, returns 0.
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static uint64_t rand64(uint64_t min, uint64_t max, RNG&& rng) {
if (min == max) {
return 0;
}
return std::uniform_int_distribution<uint64_t>(min, max - 1)(rng);
}
/**
* Returns true 1/n of the time. If n == 0, always returns false
*/
static bool oneIn(uint32_t n) {
return oneIn(n, ThreadLocalPRNG());
}
/**
* Returns true 1/n of the time. If n == 0, always returns false
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static bool oneIn(uint32_t n, RNG&& rng) {
if (n == 0) {
return false;
}
return rand32(0, n, rng) == 0;
}
/**
* Returns a double in [0, 1)
*/
static double randDouble01() {
return randDouble01(ThreadLocalPRNG());
}
/**
* Returns a double in [0, 1)
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static double randDouble01(RNG&& rng) {
return std::generate_canonical<double, std::numeric_limits<double>::digits>(
rng);
}
/**
* Returns a double in [min, max), if min == max, returns 0.
*/
static double randDouble(double min, double max) {
return randDouble(min, max, ThreadLocalPRNG());
}
/**
* Returns a double in [min, max), if min == max, returns 0.
*/
template <class RNG = ThreadLocalPRNG, class /* EnableIf */ = ValidRNG<RNG>>
static double randDouble(double min, double max, RNG&& rng) {
if (std::fabs(max - min) < std::numeric_limits<double>::epsilon()) {
return 0;
}
return std::uniform_real_distribution<double>(min, max)(rng);
}
};
/*
* Return a good seed for a random number generator.
* Note that this is a legacy function, as it returns a 32-bit value, which
* is too small to be useful as a "real" RNG seed. Use the functions in class
* Random instead.
*/
inline uint32_t randomNumberSeed() {
return Random::rand32();
}
}
#include <folly/Random-inl.h>