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/* Copyright (c) 2014-2018 Dovecot authors, see the included COPYING file */
#include "lib.h"
#include "randgen.h"
#ifdef HAVE_ARC4RANDOM
#ifdef HAVE_LIBBSD
#include <bsd/stdlib.h>
#endif
uint32_t i_rand(void)
{
return arc4random();
}
uint32_t i_rand_limit(uint32_t upper_bound)
{
i_assert(upper_bound > 0);
return arc4random_uniform(upper_bound);
}
#else
uint32_t i_rand(void)
{
uint32_t value;
random_fill(&value, sizeof(value));
return value;
}
/*
* The following generates a random number in the range [0, upper_bound)
* with each possible value having equal probability of occurring.
*
* This algorithm is not original, but it is dense enough that a detailed
* explanation is in order.
*
* The big problem is that we want a uniformly random values. If one were
* to do `i_rand() % upper_bound`, the result probability distribution would
* depend on the value of the upper bound. When the upper bound is a power
* of 2, the distribution is uniform. If it is not a power of 2, the
* distribution is skewed.
*
* The naive modulo approach breaks down because the division effectively
* splits the whole range of input values into a number of fixed sized
* "buckets", but with non-power-of-2 bound the last bucket is not the full
* size.
*
* To fix this bias, we reduce the input range such that the remaining
* values can be split exactly into equal sized buckets.
*
* For example, let's assume that i_rand() produces a uint8_t to simplify
* the math, and that we want a random number [0, 9] - in other words,
* upper_bound == 10.
*
* `i_rand() % 10` makes buckets 10 numbers wide, but the last bucket is only
* 6 numbers wide (250..255). Therefore, 0..5 will occur more frequently
* than 6..9.
*
* If we reduce the input range to [0, 250), the result of the mod 10 will
* be uniform. Interestingly, the same can be accomplished if we reduce the
* input range to [6, 255].
*
* This minimum value can be calculated as: 256 % 10 = 6.
*
* Or more generically: (UINT32_MAX + 1) % upper_bound.
*
* Then, we can pick random numbers until we get one that is >= this
* minimum. Once we have it, we can simply mod it by the limit to get our
* answer.
*
* For our example of modding by 10, we pick random numbers until they are
* greater than or equal to 6. Once we have one, we have a value in the
* range [6, 255] which when modded by 10 yields uniformly distributed
* values [0, 9].
*
* There are two things to consider while implementing this algorithm:
*
* 1. Division by 0: Getting called with a 0 upper bound doesn't make sense,
* therefore we simply assert that the passed in bound is non-zero.
*
* 2. 32-bit performance: The above expression to calculate the minimum
* value requires 64-bit division. This generally isn't a problem on
* 64-bit systems, but 32-bit systems often end up calling a software
* implementation (e.g., `__umoddi3`). This is undesirable.
*
* Therefore, we rewrite the expression as:
*
* ~(upper_bound - 1) % upper_bound
*
* This is harder to understand, but it is 100% equivalent.
*/
uint32_t i_rand_limit(uint32_t upper_bound)
{
i_assert(upper_bound > 0);
uint32_t val;
uint32_t min = UNSIGNED_MINUS(upper_bound) % upper_bound;
while((val = i_rand()) < min);
return val % upper_bound;
}
#endif
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