/* * 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_H #define __RAND_H #include "Export.h" /// Initialise seed for Random Generator /// \note not threadSafe, use an instance of RakNetRandom if necessary per thread /// \param[in] seed The seed value for the random number generator. extern void RAK_DLL_EXPORT seedMT( unsigned int seed ); /// \internal /// \note not threadSafe, use an instance of RakNetRandom if necessary per thread extern unsigned int RAK_DLL_EXPORT reloadMT( void ); /// Gets a random unsigned int /// \note not threadSafe, use an instance of RakNetRandom if necessary per thread /// \return an integer random value. extern unsigned int RAK_DLL_EXPORT randomMT( void ); /// Gets a random float /// \note not threadSafe, use an instance of RakNetRandom if necessary per thread /// \return 0 to 1.0f, inclusive extern float RAK_DLL_EXPORT frandomMT( void ); /// Randomizes a buffer /// \note not threadSafe, use an instance of RakNetRandom if necessary per thread extern void RAK_DLL_EXPORT fillBufferMT( void *buffer, unsigned int bytes ); namespace SLNet { // Same thing as above functions, but not global class RAK_DLL_EXPORT RakNetRandom { public: RakNetRandom(); ~RakNetRandom(); void SeedMT( unsigned int seed ); unsigned int ReloadMT( void ); unsigned int RandomMT( void ); float FrandomMT( void ); void FillBufferMT( void *buffer, unsigned int bytes ); protected: unsigned int state[ 624 + 1 ]; unsigned int *next; int left; }; } // namespace SLNet #endif