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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
/// \file
/// \brief \b [Internal] Random number generator
///
#ifndef __RAND_SYNC_H
#define __RAND_SYNC_H
#include "Export.h"
#include "Rand.h"
#include "DS_Queue.h"
#include "NativeTypes.h"
namespace SLNet {
class BitStream;
class RAK_DLL_EXPORT RakNetRandomSync
{
public:
RakNetRandomSync();
virtual ~RakNetRandomSync();
void SeedMT( uint32_t _seed );
void SeedMT( uint32_t _seed, uint32_t skipValues );
float FrandomMT( void );
unsigned int RandomMT( void );
uint32_t GetSeed( void ) const;
uint32_t GetCallCount( void ) const;
void SetCallCount( uint32_t i );
virtual void SerializeConstruction(SLNet::BitStream *constructionBitstream);
virtual bool DeserializeConstruction(SLNet::BitStream *constructionBitstream);
virtual void Serialize(SLNet::BitStream *outputBitstream);
virtual void Deserialize(SLNet::BitStream *outputBitstream);
protected:
void Skip( uint32_t count );
DataStructures::Queue<unsigned int> usedValues;
uint32_t seed;
uint32_t callCount;
uint32_t usedValueBufferCount;
RakNetRandom rnr;
};
} // namespace SLNet
#endif