Update vendor with go dep
This fix updates vendor with `go dep` Signed-off-by: Yong Tang <yong.tang.github@outlook.com>
This commit is contained in:
parent
e08fb277fa
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8538 changed files with 2537051 additions and 81115 deletions
453
vendor/github.com/google/gofuzz/fuzz.go
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vendor/github.com/google/gofuzz/fuzz.go
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/*
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Copyright 2014 Google Inc. All rights reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package fuzz
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import (
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"fmt"
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"math/rand"
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"reflect"
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"time"
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)
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// fuzzFuncMap is a map from a type to a fuzzFunc that handles that type.
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type fuzzFuncMap map[reflect.Type]reflect.Value
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// Fuzzer knows how to fill any object with random fields.
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type Fuzzer struct {
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fuzzFuncs fuzzFuncMap
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defaultFuzzFuncs fuzzFuncMap
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r *rand.Rand
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nilChance float64
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minElements int
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maxElements int
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}
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// New returns a new Fuzzer. Customize your Fuzzer further by calling Funcs,
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// RandSource, NilChance, or NumElements in any order.
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func New() *Fuzzer {
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f := &Fuzzer{
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defaultFuzzFuncs: fuzzFuncMap{
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reflect.TypeOf(&time.Time{}): reflect.ValueOf(fuzzTime),
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},
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fuzzFuncs: fuzzFuncMap{},
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r: rand.New(rand.NewSource(time.Now().UnixNano())),
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nilChance: .2,
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minElements: 1,
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maxElements: 10,
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}
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return f
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}
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// Funcs adds each entry in fuzzFuncs as a custom fuzzing function.
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//
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// Each entry in fuzzFuncs must be a function taking two parameters.
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// The first parameter must be a pointer or map. It is the variable that
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// function will fill with random data. The second parameter must be a
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// fuzz.Continue, which will provide a source of randomness and a way
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// to automatically continue fuzzing smaller pieces of the first parameter.
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//
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// These functions are called sensibly, e.g., if you wanted custom string
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// fuzzing, the function `func(s *string, c fuzz.Continue)` would get
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// called and passed the address of strings. Maps and pointers will always
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// be made/new'd for you, ignoring the NilChange option. For slices, it
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// doesn't make much sense to pre-create them--Fuzzer doesn't know how
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// long you want your slice--so take a pointer to a slice, and make it
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// yourself. (If you don't want your map/pointer type pre-made, take a
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// pointer to it, and make it yourself.) See the examples for a range of
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// custom functions.
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func (f *Fuzzer) Funcs(fuzzFuncs ...interface{}) *Fuzzer {
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for i := range fuzzFuncs {
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v := reflect.ValueOf(fuzzFuncs[i])
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if v.Kind() != reflect.Func {
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panic("Need only funcs!")
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}
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t := v.Type()
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if t.NumIn() != 2 || t.NumOut() != 0 {
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panic("Need 2 in and 0 out params!")
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}
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argT := t.In(0)
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switch argT.Kind() {
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case reflect.Ptr, reflect.Map:
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default:
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panic("fuzzFunc must take pointer or map type")
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}
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if t.In(1) != reflect.TypeOf(Continue{}) {
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panic("fuzzFunc's second parameter must be type fuzz.Continue")
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}
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f.fuzzFuncs[argT] = v
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}
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return f
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}
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// RandSource causes f to get values from the given source of randomness.
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// Use if you want deterministic fuzzing.
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func (f *Fuzzer) RandSource(s rand.Source) *Fuzzer {
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f.r = rand.New(s)
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return f
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}
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// NilChance sets the probability of creating a nil pointer, map, or slice to
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// 'p'. 'p' should be between 0 (no nils) and 1 (all nils), inclusive.
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func (f *Fuzzer) NilChance(p float64) *Fuzzer {
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if p < 0 || p > 1 {
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panic("p should be between 0 and 1, inclusive.")
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}
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f.nilChance = p
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return f
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}
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// NumElements sets the minimum and maximum number of elements that will be
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// added to a non-nil map or slice.
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func (f *Fuzzer) NumElements(atLeast, atMost int) *Fuzzer {
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if atLeast > atMost {
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panic("atLeast must be <= atMost")
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}
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if atLeast < 0 {
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panic("atLeast must be >= 0")
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}
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f.minElements = atLeast
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f.maxElements = atMost
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return f
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}
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func (f *Fuzzer) genElementCount() int {
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if f.minElements == f.maxElements {
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return f.minElements
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}
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return f.minElements + f.r.Intn(f.maxElements-f.minElements+1)
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}
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func (f *Fuzzer) genShouldFill() bool {
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return f.r.Float64() > f.nilChance
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}
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// Fuzz recursively fills all of obj's fields with something random. First
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// this tries to find a custom fuzz function (see Funcs). If there is no
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// custom function this tests whether the object implements fuzz.Interface and,
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// if so, calls Fuzz on it to fuzz itself. If that fails, this will see if
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// there is a default fuzz function provided by this package. If all of that
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// fails, this will generate random values for all primitive fields and then
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// recurse for all non-primitives.
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//
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// Not safe for cyclic or tree-like structs!
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//
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// obj must be a pointer. Only exported (public) fields can be set (thanks, golang :/ )
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// Intended for tests, so will panic on bad input or unimplemented fields.
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func (f *Fuzzer) Fuzz(obj interface{}) {
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v := reflect.ValueOf(obj)
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if v.Kind() != reflect.Ptr {
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panic("needed ptr!")
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}
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v = v.Elem()
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f.doFuzz(v, 0)
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}
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// FuzzNoCustom is just like Fuzz, except that any custom fuzz function for
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// obj's type will not be called and obj will not be tested for fuzz.Interface
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// conformance. This applies only to obj and not other instances of obj's
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// type.
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// Not safe for cyclic or tree-like structs!
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// obj must be a pointer. Only exported (public) fields can be set (thanks, golang :/ )
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// Intended for tests, so will panic on bad input or unimplemented fields.
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func (f *Fuzzer) FuzzNoCustom(obj interface{}) {
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v := reflect.ValueOf(obj)
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if v.Kind() != reflect.Ptr {
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panic("needed ptr!")
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}
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v = v.Elem()
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f.doFuzz(v, flagNoCustomFuzz)
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}
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const (
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// Do not try to find a custom fuzz function. Does not apply recursively.
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flagNoCustomFuzz uint64 = 1 << iota
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)
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func (f *Fuzzer) doFuzz(v reflect.Value, flags uint64) {
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if !v.CanSet() {
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return
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}
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if flags&flagNoCustomFuzz == 0 {
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// Check for both pointer and non-pointer custom functions.
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if v.CanAddr() && f.tryCustom(v.Addr()) {
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return
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}
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if f.tryCustom(v) {
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return
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}
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}
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if fn, ok := fillFuncMap[v.Kind()]; ok {
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fn(v, f.r)
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return
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}
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switch v.Kind() {
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case reflect.Map:
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if f.genShouldFill() {
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v.Set(reflect.MakeMap(v.Type()))
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n := f.genElementCount()
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for i := 0; i < n; i++ {
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key := reflect.New(v.Type().Key()).Elem()
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f.doFuzz(key, 0)
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val := reflect.New(v.Type().Elem()).Elem()
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f.doFuzz(val, 0)
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v.SetMapIndex(key, val)
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}
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return
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}
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v.Set(reflect.Zero(v.Type()))
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case reflect.Ptr:
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if f.genShouldFill() {
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v.Set(reflect.New(v.Type().Elem()))
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f.doFuzz(v.Elem(), 0)
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return
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}
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v.Set(reflect.Zero(v.Type()))
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case reflect.Slice:
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if f.genShouldFill() {
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n := f.genElementCount()
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v.Set(reflect.MakeSlice(v.Type(), n, n))
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for i := 0; i < n; i++ {
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f.doFuzz(v.Index(i), 0)
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}
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return
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}
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v.Set(reflect.Zero(v.Type()))
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case reflect.Array:
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if f.genShouldFill() {
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n := v.Len()
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for i := 0; i < n; i++ {
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f.doFuzz(v.Index(i), 0)
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}
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return
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}
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v.Set(reflect.Zero(v.Type()))
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case reflect.Struct:
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for i := 0; i < v.NumField(); i++ {
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f.doFuzz(v.Field(i), 0)
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}
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case reflect.Chan:
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fallthrough
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case reflect.Func:
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fallthrough
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case reflect.Interface:
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fallthrough
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default:
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panic(fmt.Sprintf("Can't handle %#v", v.Interface()))
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}
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}
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// tryCustom searches for custom handlers, and returns true iff it finds a match
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// and successfully randomizes v.
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func (f *Fuzzer) tryCustom(v reflect.Value) bool {
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// First: see if we have a fuzz function for it.
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doCustom, ok := f.fuzzFuncs[v.Type()]
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if !ok {
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// Second: see if it can fuzz itself.
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if v.CanInterface() {
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intf := v.Interface()
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if fuzzable, ok := intf.(Interface); ok {
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fuzzable.Fuzz(Continue{f: f, Rand: f.r})
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return true
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}
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}
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// Finally: see if there is a default fuzz function.
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doCustom, ok = f.defaultFuzzFuncs[v.Type()]
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if !ok {
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return false
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}
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}
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switch v.Kind() {
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case reflect.Ptr:
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if v.IsNil() {
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if !v.CanSet() {
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return false
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}
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v.Set(reflect.New(v.Type().Elem()))
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}
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case reflect.Map:
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if v.IsNil() {
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if !v.CanSet() {
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return false
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}
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v.Set(reflect.MakeMap(v.Type()))
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}
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default:
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return false
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}
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doCustom.Call([]reflect.Value{v, reflect.ValueOf(Continue{
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f: f,
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Rand: f.r,
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})})
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return true
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}
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// Interface represents an object that knows how to fuzz itself. Any time we
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// find a type that implements this interface we will delegate the act of
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// fuzzing itself.
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type Interface interface {
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Fuzz(c Continue)
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}
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// Continue can be passed to custom fuzzing functions to allow them to use
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// the correct source of randomness and to continue fuzzing their members.
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type Continue struct {
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f *Fuzzer
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// For convenience, Continue implements rand.Rand via embedding.
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// Use this for generating any randomness if you want your fuzzing
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// to be repeatable for a given seed.
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*rand.Rand
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}
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// Fuzz continues fuzzing obj. obj must be a pointer.
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func (c Continue) Fuzz(obj interface{}) {
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v := reflect.ValueOf(obj)
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if v.Kind() != reflect.Ptr {
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panic("needed ptr!")
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}
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v = v.Elem()
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c.f.doFuzz(v, 0)
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}
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// FuzzNoCustom continues fuzzing obj, except that any custom fuzz function for
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// obj's type will not be called and obj will not be tested for fuzz.Interface
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// conformance. This applies only to obj and not other instances of obj's
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// type.
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func (c Continue) FuzzNoCustom(obj interface{}) {
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v := reflect.ValueOf(obj)
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if v.Kind() != reflect.Ptr {
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panic("needed ptr!")
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}
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v = v.Elem()
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c.f.doFuzz(v, flagNoCustomFuzz)
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}
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// RandString makes a random string up to 20 characters long. The returned string
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// may include a variety of (valid) UTF-8 encodings.
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func (c Continue) RandString() string {
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return randString(c.Rand)
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}
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// RandUint64 makes random 64 bit numbers.
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// Weirdly, rand doesn't have a function that gives you 64 random bits.
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func (c Continue) RandUint64() uint64 {
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return randUint64(c.Rand)
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}
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// RandBool returns true or false randomly.
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func (c Continue) RandBool() bool {
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return randBool(c.Rand)
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}
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func fuzzInt(v reflect.Value, r *rand.Rand) {
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v.SetInt(int64(randUint64(r)))
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}
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func fuzzUint(v reflect.Value, r *rand.Rand) {
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v.SetUint(randUint64(r))
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}
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func fuzzTime(t *time.Time, c Continue) {
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var sec, nsec int64
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// Allow for about 1000 years of random time values, which keeps things
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// like JSON parsing reasonably happy.
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sec = c.Rand.Int63n(1000 * 365 * 24 * 60 * 60)
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c.Fuzz(&nsec)
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*t = time.Unix(sec, nsec)
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}
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var fillFuncMap = map[reflect.Kind]func(reflect.Value, *rand.Rand){
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reflect.Bool: func(v reflect.Value, r *rand.Rand) {
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v.SetBool(randBool(r))
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},
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reflect.Int: fuzzInt,
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reflect.Int8: fuzzInt,
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reflect.Int16: fuzzInt,
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reflect.Int32: fuzzInt,
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reflect.Int64: fuzzInt,
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reflect.Uint: fuzzUint,
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reflect.Uint8: fuzzUint,
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reflect.Uint16: fuzzUint,
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reflect.Uint32: fuzzUint,
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reflect.Uint64: fuzzUint,
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reflect.Uintptr: fuzzUint,
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reflect.Float32: func(v reflect.Value, r *rand.Rand) {
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v.SetFloat(float64(r.Float32()))
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},
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reflect.Float64: func(v reflect.Value, r *rand.Rand) {
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v.SetFloat(r.Float64())
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},
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reflect.Complex64: func(v reflect.Value, r *rand.Rand) {
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panic("unimplemented")
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},
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reflect.Complex128: func(v reflect.Value, r *rand.Rand) {
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panic("unimplemented")
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},
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reflect.String: func(v reflect.Value, r *rand.Rand) {
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v.SetString(randString(r))
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},
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reflect.UnsafePointer: func(v reflect.Value, r *rand.Rand) {
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panic("unimplemented")
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},
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}
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// randBool returns true or false randomly.
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func randBool(r *rand.Rand) bool {
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if r.Int()&1 == 1 {
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return true
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}
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return false
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}
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type charRange struct {
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first, last rune
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}
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// choose returns a random unicode character from the given range, using the
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// given randomness source.
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func (r *charRange) choose(rand *rand.Rand) rune {
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count := int64(r.last - r.first)
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return r.first + rune(rand.Int63n(count))
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}
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var unicodeRanges = []charRange{
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{' ', '~'}, // ASCII characters
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{'\u00a0', '\u02af'}, // Multi-byte encoded characters
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{'\u4e00', '\u9fff'}, // Common CJK (even longer encodings)
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}
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// randString makes a random string up to 20 characters long. The returned string
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// may include a variety of (valid) UTF-8 encodings.
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func randString(r *rand.Rand) string {
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n := r.Intn(20)
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runes := make([]rune, n)
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for i := range runes {
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runes[i] = unicodeRanges[r.Intn(len(unicodeRanges))].choose(r)
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}
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return string(runes)
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}
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// randUint64 makes random 64 bit numbers.
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// Weirdly, rand doesn't have a function that gives you 64 random bits.
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func randUint64(r *rand.Rand) uint64 {
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return uint64(r.Uint32())<<32 | uint64(r.Uint32())
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}
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