add 'random' library
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@@ -0,0 +1,46 @@
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#include "api_lua.hpp"
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#include "util/random.hpp"
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static std::random_device random_device;
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static int l_random(lua::State* L) {
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int argc = lua::gettop(L);
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auto randomEngine = util::seeded_random_engine(random_device);
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if (argc == 0) {
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std::uniform_real_distribution<> dist(0.0, 1.0);
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return lua::pushnumber(L, dist(randomEngine));
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} else if (argc == 1) {
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std::uniform_int_distribution<integer_t> dist(0, lua::tointeger(L, 1) - 1);
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return lua::pushinteger(L, dist(randomEngine));
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} else {
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std::uniform_int_distribution<integer_t> dist(
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lua::tointeger(L, 1), lua::tointeger(L, 2) - 1
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);
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return lua::pushinteger(L, dist(randomEngine));
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}
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}
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static int l_bytes(lua::State* L) {
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size_t size = lua::tointeger(L, 1);
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auto randomEngine = util::seeded_random_engine(random_device);
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static std::uniform_int_distribution<integer_t> dist(0, 0xFF);
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std::vector<ubyte> bytes (size);
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for (size_t i = 0; i < bytes.size(); i++) {
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bytes[i] = dist(randomEngine);
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}
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return lua::create_bytearray(L, bytes);
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}
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static int l_uuid(lua::State* L) {
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return lua::pushlstring(L, util::generate_uuid());
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}
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const luaL_Reg randomlib[] = {
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{"random", lua::wrap<l_random>},
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{"bytes", lua::wrap<l_bytes>},
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{"uuid", lua::wrap<l_uuid>},
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{NULL, NULL}
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};
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