Added a multi-channel, multi-threaded rng for comparison
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FastRng/MultiChannelRng.cs
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168
FastRng/MultiChannelRng.cs
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Channels;
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namespace FastRng;
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public sealed class MultiChannelRng<TNum> : IRandom<TNum>, IDisposable where TNum : IFloatingPointIeee754<TNum>, IAdditionOperators<TNum, TNum, TNum>
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{
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#if DEBUG
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private const int BUFFER_SIZE = 1_000_000;
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#else
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private const int BUFFER_SIZE = 1_000_000;
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#endif
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private readonly Channel<uint> channelIntegers = Channel.CreateBounded<uint>(new BoundedChannelOptions(capacity: BUFFER_SIZE * 2) { FullMode = BoundedChannelFullMode.Wait, SingleWriter = true, SingleReader = true });
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private readonly Channel<TNum> channelFloats = Channel.CreateBounded<TNum>(new BoundedChannelOptions(capacity: BUFFER_SIZE) { FullMode = BoundedChannelFullMode.Wait, SingleWriter = true, SingleReader = false });
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private static readonly TNum CONST_FLOAT_CONVERSION = TNum.CreateChecked(2.328306435454494e-10f);
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// Gets used to stop the producer threads:
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private readonly CancellationTokenSource producerTokenSource = new();
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// The uint producer thread:
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private Thread producerRandomUint;
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// The uniform float producer thread:
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private Thread producerRandomUniformDistributedFloat;
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// Variable w and z for the uint generator. Both get used
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// as seeding variable as well (cf. constructors)
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private uint mW;
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private uint mZ;
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#region Constructors
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/// <summary>
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/// Creates a multi-threaded random number generator.
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/// </summary>
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/// <remarks>
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/// This constructor uses the user's current local time
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/// to derive necessary parameters for the generator.
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/// Thus, the results are depending on the time, where
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/// the generator was created.
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/// </remarks>
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public MultiChannelRng()
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{
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//
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// Initialize the mW and mZ by using
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// the system's time.
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//
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var now = DateTime.Now;
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var ticks = now.Ticks;
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this.mW = (uint) (ticks >> 16);
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this.mZ = (uint) (ticks % 4_294_967_296);
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this.StartProducerThreads();
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}
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/// <summary>
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/// Creates a multi-threaded random number generator.
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/// </summary>
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/// <remarks>
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/// A multi-threaded random number generator created by this constructor is
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/// deterministic. It's behaviour is not depending on the time of its creation.<br/><br/>
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///
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/// <b>Please note:</b> Although the number generator and all distributions are deterministic,
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/// the behavior of the consuming application might be non-deterministic. This is possible if
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/// the application with multiple threads consumes the numbers. The scheduling of the threads
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/// is up to the operating system and might not be predictable.
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/// </remarks>
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/// <param name="seedU">A seed value to generate a deterministic generator.</param>
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public MultiChannelRng(uint seedU)
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{
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this.mW = seedU;
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this.mZ = 362_436_069;
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this.StartProducerThreads();
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}
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/// <summary>
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/// Creates a multi-threaded random number generator.
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/// </summary>
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/// <remarks>
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/// A multi-threaded random number generator created by this constructor is
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/// deterministic. It's behaviour is not depending on the time of its creation.<br/><br/>
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///
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/// <b>Please note:</b> Although the number generator and all distributions are deterministic,
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/// the behavior of the consuming application might be non-deterministic. This is possible if
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/// the application with multiple threads consumes the numbers. The scheduling of the threads
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/// is up to the operating system and might not be predictable.
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/// </remarks>
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/// <param name="seedU">The first seed value.</param>
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/// <param name="seedV">The second seed value.</param>
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public MultiChannelRng(uint seedU, uint seedV)
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{
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this.mW = seedU;
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this.mZ = seedV;
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this.StartProducerThreads();
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}
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private void StartProducerThreads()
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{
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this.producerRandomUint = new Thread(() => this.RandomProducerUint(this.producerTokenSource.Token)) {IsBackground = true};
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this.producerRandomUint.Start();
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this.producerRandomUniformDistributedFloat = new Thread(() => this.RandomProducerUniformDistributedFloat(this.producerTokenSource.Token)) {IsBackground = true};
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this.producerRandomUniformDistributedFloat.Start();
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}
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#endregion
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#region Producers
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[ExcludeFromCodeCoverage]
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private async void RandomProducerUint(CancellationToken cancellationToken)
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{
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try
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{
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while (!cancellationToken.IsCancellationRequested)
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{
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this.mZ = 36_969 * (this.mZ & 65_535) + (this.mZ >> 16);
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this.mW = 18_000 * (this.mW & 65_535) + (this.mW >> 16);
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await this.channelIntegers.Writer.WriteAsync((this.mZ << 16) + this.mW, cancellationToken);
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}
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}
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catch (OperationCanceledException)
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{
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}
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}
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[ExcludeFromCodeCoverage]
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private async void RandomProducerUniformDistributedFloat(CancellationToken cancellationToken)
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{
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try
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{
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while (!cancellationToken.IsCancellationRequested)
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{
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await this.channelFloats.Writer.WriteAsync((TNum.CreateChecked(await this.channelIntegers.Reader.ReadAsync(cancellationToken)) + TNum.One) * CONST_FLOAT_CONVERSION, cancellationToken);
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}
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}
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catch (OperationCanceledException)
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{
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}
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}
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#endregion
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#region Implementing interfaces
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#region Implementation of IDisposable
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private void StopProducer() => this.producerTokenSource.Cancel();
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public void Dispose() => this.StopProducer();
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#endregion
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#region Implementation of IRandom<TNum>
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public TNum GetUniform(CancellationToken cancel = default)
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{
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var valueTask = this.channelFloats.Reader.ReadAsync(cancel);
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return valueTask.AsTask().Result;
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}
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#endregion
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#endregion
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}
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