kubernetes/vendor/github.com/google/gofuzz/fuzz.go

type fuzzFuncMap

type Fuzzer

// New returns a new Fuzzer. Customize your Fuzzer further by calling Funcs,
// RandSource, NilChance, or NumElements in any order.
func New() *Fuzzer {}

func NewWithSeed(seed int64) *Fuzzer {}

// NewFromGoFuzz is a helper function that enables using gofuzz (this
// project) with go-fuzz (https://github.com/dvyukov/go-fuzz) for continuous
// fuzzing. Essentially, it enables translating the fuzzing bytes from
// go-fuzz to any Go object using this library.
//
// This implementation promises a constant translation from a given slice of
// bytes to the fuzzed objects. This promise will remain over future
// versions of Go and of this library.
//
// Note: the returned Fuzzer should not be shared between multiple goroutines,
// as its deterministic output will no longer be available.
//
// Example: use go-fuzz to test the function `MyFunc(int)` in the package
// `mypackage`. Add the file: "mypacakge_fuzz.go" with the content:
//
// // +build gofuzz
// package mypacakge
// import fuzz "github.com/google/gofuzz"
// func Fuzz(data []byte) int {
// 	var i int
// 	fuzz.NewFromGoFuzz(data).Fuzz(&i)
// 	MyFunc(i)
// 	return 0
// }
func NewFromGoFuzz(data []byte) *Fuzzer {}

// Funcs adds each entry in fuzzFuncs as a custom fuzzing function.
//
// Each entry in fuzzFuncs must be a function taking two parameters.
// The first parameter must be a pointer or map. It is the variable that
// function will fill with random data. The second parameter must be a
// fuzz.Continue, which will provide a source of randomness and a way
// to automatically continue fuzzing smaller pieces of the first parameter.
//
// These functions are called sensibly, e.g., if you wanted custom string
// fuzzing, the function `func(s *string, c fuzz.Continue)` would get
// called and passed the address of strings. Maps and pointers will always
// be made/new'd for you, ignoring the NilChange option. For slices, it
// doesn't make much sense to  pre-create them--Fuzzer doesn't know how
// long you want your slice--so take a pointer to a slice, and make it
// yourself. (If you don't want your map/pointer type pre-made, take a
// pointer to it, and make it yourself.) See the examples for a range of
// custom functions.
func (f *Fuzzer) Funcs(fuzzFuncs ...interface{}

// RandSource causes f to get values from the given source of randomness.
// Use if you want deterministic fuzzing.
func (f *Fuzzer) RandSource(s rand.Source) *Fuzzer {}

// NilChance sets the probability of creating a nil pointer, map, or slice to
// 'p'. 'p' should be between 0 (no nils) and 1 (all nils), inclusive.
func (f *Fuzzer) NilChance(p float64) *Fuzzer {}

// NumElements sets the minimum and maximum number of elements that will be
// added to a non-nil map or slice.
func (f *Fuzzer) NumElements(atLeast, atMost int) *Fuzzer {}

func (f *Fuzzer) genElementCount() int {}

func (f *Fuzzer) genShouldFill() bool {}

// MaxDepth sets the maximum number of recursive fuzz calls that will be made
// before stopping.  This includes struct members, pointers, and map and slice
// elements.
func (f *Fuzzer) MaxDepth(d int) *Fuzzer {}

// Skip fields which match the supplied pattern. Call this multiple times if needed
// This is useful to skip XXX_ fields generated by protobuf
func (f *Fuzzer) SkipFieldsWithPattern(pattern *regexp.Regexp) *Fuzzer {}

// Fuzz recursively fills all of obj's fields with something random.  First
// this tries to find a custom fuzz function (see Funcs).  If there is no
// custom function this tests whether the object implements fuzz.Interface and,
// if so, calls Fuzz on it to fuzz itself.  If that fails, this will see if
// there is a default fuzz function provided by this package.  If all of that
// fails, this will generate random values for all primitive fields and then
// recurse for all non-primitives.
//
// This is safe for cyclic or tree-like structs, up to a limit.  Use the
// MaxDepth method to adjust how deep you need it to recurse.
//
// obj must be a pointer. Only exported (public) fields can be set (thanks,
// golang :/ ) Intended for tests, so will panic on bad input or unimplemented
// fields.
func (f *Fuzzer) Fuzz(obj interface{}

// FuzzNoCustom is just like Fuzz, except that any custom fuzz function for
// obj's type will not be called and obj will not be tested for fuzz.Interface
// conformance.  This applies only to obj and not other instances of obj's
// type.
// Not safe for cyclic or tree-like structs!
// obj must be a pointer. Only exported (public) fields can be set (thanks, golang :/ )
// Intended for tests, so will panic on bad input or unimplemented fields.
func (f *Fuzzer) FuzzNoCustom(obj interface{}

const flagNoCustomFuzz

func (f *Fuzzer) fuzzWithContext(v reflect.Value, flags uint64) {}

type fuzzerContext

func (fc *fuzzerContext) doFuzz(v reflect.Value, flags uint64) {}

// tryCustom searches for custom handlers, and returns true iff it finds a match
// and successfully randomizes v.
func (fc *fuzzerContext) tryCustom(v reflect.Value) bool {}

type Interface

type Continue

// Fuzz continues fuzzing obj. obj must be a pointer.
func (c Continue) Fuzz(obj interface{}

// FuzzNoCustom continues fuzzing obj, except that any custom fuzz function for
// obj's type will not be called and obj will not be tested for fuzz.Interface
// conformance.  This applies only to obj and not other instances of obj's
// type.
func (c Continue) FuzzNoCustom(obj interface{}

// RandString makes a random string up to 20 characters long. The returned string
// may include a variety of (valid) UTF-8 encodings.
func (c Continue) RandString() string {}

// RandUint64 makes random 64 bit numbers.
// Weirdly, rand doesn't have a function that gives you 64 random bits.
func (c Continue) RandUint64() uint64 {}

// RandBool returns true or false randomly.
func (c Continue) RandBool() bool {}

func fuzzInt(v reflect.Value, r *rand.Rand) {}

func fuzzUint(v reflect.Value, r *rand.Rand) {}

func fuzzTime(t *time.Time, c Continue) {}

var fillFuncMap

// randBool returns true or false randomly.
func randBool(r *rand.Rand) bool {}

type int63nPicker

type UnicodeRange

type UnicodeRanges

// choose returns a random unicode character from the given range, using the
// given randomness source.
func (ur UnicodeRange) choose(r int63nPicker) rune {}

// CustomStringFuzzFunc constructs a FuzzFunc which produces random strings.
// Each character is selected from the range ur. If there are no characters
// in the range (cr.Last < cr.First), this will panic.
func (ur UnicodeRange) CustomStringFuzzFunc() func(s *string, c Continue) {}

// check is a function that used to check whether the first of ur(UnicodeRange)
// is greater than the last one.
func (ur UnicodeRange) check() {}

// randString of UnicodeRange makes a random string up to 20 characters long.
// Each character is selected form ur(UnicodeRange).
func (ur UnicodeRange) randString(r *rand.Rand) string {}

var defaultUnicodeRanges

// CustomStringFuzzFunc constructs a FuzzFunc which produces random strings.
// Each character is selected from one of the ranges of ur(UnicodeRanges).
// Each range has an equal probability of being chosen. If there are no ranges,
// or a selected range has no characters (.Last < .First), this will panic.
// Do not modify any of the ranges in ur after calling this function.
func (ur UnicodeRanges) CustomStringFuzzFunc() func(s *string, c Continue) {}

// randString of UnicodeRanges makes a random string up to 20 characters long.
// Each character is selected form one of the ranges of ur(UnicodeRanges),
// and each range has an equal probability of being chosen.
func (ur UnicodeRanges) randString(r *rand.Rand) string {}

// randString makes a random string up to 20 characters long. The returned string
// may include a variety of (valid) UTF-8 encodings.
func randString(r *rand.Rand) string {}

// randUint64 makes random 64 bit numbers.
// Weirdly, rand doesn't have a function that gives you 64 random bits.
func randUint64(r *rand.Rand) uint64 {}