git subrepo clone (merge) https://github.com/kubernetes-incubator/metrics-server.git metrics-server
subrepo:
subdir: "metrics-server"
merged: "92d8412"
upstream:
origin: "https://github.com/kubernetes-incubator/metrics-server.git"
branch: "master"
commit: "92d8412"
git-subrepo:
version: "0.4.0"
origin: "???"
commit: "???"
diff --git a/metrics-server/vendor/github.com/google/gofuzz/.travis.yml b/metrics-server/vendor/github.com/google/gofuzz/.travis.yml
new file mode 100644
index 0000000..f8684d9
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/.travis.yml
@@ -0,0 +1,13 @@
+language: go
+
+go:
+ - 1.4
+ - 1.3
+ - 1.2
+ - tip
+
+install:
+ - if ! go get code.google.com/p/go.tools/cmd/cover; then go get golang.org/x/tools/cmd/cover; fi
+
+script:
+ - go test -cover
diff --git a/metrics-server/vendor/github.com/google/gofuzz/CONTRIBUTING.md b/metrics-server/vendor/github.com/google/gofuzz/CONTRIBUTING.md
new file mode 100644
index 0000000..51cf5cd
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/CONTRIBUTING.md
@@ -0,0 +1,67 @@
+# How to contribute #
+
+We'd love to accept your patches and contributions to this project. There are
+a just a few small guidelines you need to follow.
+
+
+## Contributor License Agreement ##
+
+Contributions to any Google project must be accompanied by a Contributor
+License Agreement. This is not a copyright **assignment**, it simply gives
+Google permission to use and redistribute your contributions as part of the
+project.
+
+ * If you are an individual writing original source code and you're sure you
+ own the intellectual property, then you'll need to sign an [individual
+ CLA][].
+
+ * If you work for a company that wants to allow you to contribute your work,
+ then you'll need to sign a [corporate CLA][].
+
+You generally only need to submit a CLA once, so if you've already submitted
+one (even if it was for a different project), you probably don't need to do it
+again.
+
+[individual CLA]: https://developers.google.com/open-source/cla/individual
+[corporate CLA]: https://developers.google.com/open-source/cla/corporate
+
+
+## Submitting a patch ##
+
+ 1. It's generally best to start by opening a new issue describing the bug or
+ feature you're intending to fix. Even if you think it's relatively minor,
+ it's helpful to know what people are working on. Mention in the initial
+ issue that you are planning to work on that bug or feature so that it can
+ be assigned to you.
+
+ 1. Follow the normal process of [forking][] the project, and setup a new
+ branch to work in. It's important that each group of changes be done in
+ separate branches in order to ensure that a pull request only includes the
+ commits related to that bug or feature.
+
+ 1. Go makes it very simple to ensure properly formatted code, so always run
+ `go fmt` on your code before committing it. You should also run
+ [golint][] over your code. As noted in the [golint readme][], it's not
+ strictly necessary that your code be completely "lint-free", but this will
+ help you find common style issues.
+
+ 1. Any significant changes should almost always be accompanied by tests. The
+ project already has good test coverage, so look at some of the existing
+ tests if you're unsure how to go about it. [gocov][] and [gocov-html][]
+ are invaluable tools for seeing which parts of your code aren't being
+ exercised by your tests.
+
+ 1. Do your best to have [well-formed commit messages][] for each change.
+ This provides consistency throughout the project, and ensures that commit
+ messages are able to be formatted properly by various git tools.
+
+ 1. Finally, push the commits to your fork and submit a [pull request][].
+
+[forking]: https://help.github.com/articles/fork-a-repo
+[golint]: https://github.com/golang/lint
+[golint readme]: https://github.com/golang/lint/blob/master/README
+[gocov]: https://github.com/axw/gocov
+[gocov-html]: https://github.com/matm/gocov-html
+[well-formed commit messages]: http://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html
+[squash]: http://git-scm.com/book/en/Git-Tools-Rewriting-History#Squashing-Commits
+[pull request]: https://help.github.com/articles/creating-a-pull-request
diff --git a/metrics-server/vendor/github.com/google/gofuzz/LICENSE b/metrics-server/vendor/github.com/google/gofuzz/LICENSE
new file mode 100644
index 0000000..d645695
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/LICENSE
@@ -0,0 +1,202 @@
+
+ Apache License
+ Version 2.0, January 2004
+ http://www.apache.org/licenses/
+
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
+ 1. Definitions.
+
+ "License" shall mean the terms and conditions for use, reproduction,
+ and distribution as defined by Sections 1 through 9 of this document.
+
+ "Licensor" shall mean the copyright owner or entity authorized by
+ the copyright owner that is granting the License.
+
+ "Legal Entity" shall mean the union of the acting entity and all
+ other entities that control, are controlled by, or are under common
+ control with that entity. For the purposes of this definition,
+ "control" means (i) the power, direct or indirect, to cause the
+ direction or management of such entity, whether by contract or
+ otherwise, or (ii) ownership of fifty percent (50%) or more of the
+ outstanding shares, or (iii) beneficial ownership of such entity.
+
+ "You" (or "Your") shall mean an individual or Legal Entity
+ exercising permissions granted by this License.
+
+ "Source" form shall mean the preferred form for making modifications,
+ including but not limited to software source code, documentation
+ source, and configuration files.
+
+ "Object" form shall mean any form resulting from mechanical
+ transformation or translation of a Source form, including but
+ not limited to compiled object code, generated documentation,
+ and conversions to other media types.
+
+ "Work" shall mean the work of authorship, whether in Source or
+ Object form, made available under the License, as indicated by a
+ copyright notice that is included in or attached to the work
+ (an example is provided in the Appendix below).
+
+ "Derivative Works" shall mean any work, whether in Source or Object
+ form, that is based on (or derived from) the Work and for which the
+ editorial revisions, annotations, elaborations, or other modifications
+ represent, as a whole, an original work of authorship. For the purposes
+ of this License, Derivative Works shall not include works that remain
+ separable from, or merely link (or bind by name) to the interfaces of,
+ the Work and Derivative Works thereof.
+
+ "Contribution" shall mean any work of authorship, including
+ the original version of the Work and any modifications or additions
+ to that Work or Derivative Works thereof, that is intentionally
+ submitted to Licensor for inclusion in the Work by the copyright owner
+ or by an individual or Legal Entity authorized to submit on behalf of
+ the copyright owner. For the purposes of this definition, "submitted"
+ means any form of electronic, verbal, or written communication sent
+ to the Licensor or its representatives, including but not limited to
+ communication on electronic mailing lists, source code control systems,
+ and issue tracking systems that are managed by, or on behalf of, the
+ Licensor for the purpose of discussing and improving the Work, but
+ excluding communication that is conspicuously marked or otherwise
+ designated in writing by the copyright owner as "Not a Contribution."
+
+ "Contributor" shall mean Licensor and any individual or Legal Entity
+ on behalf of whom a Contribution has been received by Licensor and
+ subsequently incorporated within the Work.
+
+ 2. Grant of Copyright License. Subject to the terms and conditions of
+ this License, each Contributor hereby grants to You a perpetual,
+ worldwide, non-exclusive, no-charge, royalty-free, irrevocable
+ copyright license to reproduce, prepare Derivative Works of,
+ publicly display, publicly perform, sublicense, and distribute the
+ Work and such Derivative Works in Source or Object form.
+
+ 3. Grant of Patent License. Subject to the terms and conditions of
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+ worldwide, non-exclusive, no-charge, royalty-free, irrevocable
+ (except as stated in this section) patent license to make, have made,
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+ institute patent litigation against any entity (including a
+ cross-claim or counterclaim in a lawsuit) alleging that the Work
+ or a Contribution incorporated within the Work constitutes direct
+ or contributory patent infringement, then any patent licenses
+ granted to You under this License for that Work shall terminate
+ as of the date such litigation is filed.
+
+ 4. Redistribution. You may reproduce and distribute copies of the
+ Work or Derivative Works thereof in any medium, with or without
+ modifications, and in Source or Object form, provided that You
+ meet the following conditions:
+
+ (a) You must give any other recipients of the Work or
+ Derivative Works a copy of this License; and
+
+ (b) You must cause any modified files to carry prominent notices
+ stating that You changed the files; and
+
+ (c) You must retain, in the Source form of any Derivative Works
+ that You distribute, all copyright, patent, trademark, and
+ attribution notices from the Source form of the Work,
+ excluding those notices that do not pertain to any part of
+ the Derivative Works; and
+
+ (d) If the Work includes a "NOTICE" text file as part of its
+ distribution, then any Derivative Works that You distribute must
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+ within such NOTICE file, excluding those notices that do not
+ pertain to any part of the Derivative Works, in at least one
+ of the following places: within a NOTICE text file distributed
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+ within a display generated by the Derivative Works, if and
+ wherever such third-party notices normally appear. The contents
+ of the NOTICE file are for informational purposes only and
+ do not modify the License. You may add Your own attribution
+ notices within Derivative Works that You distribute, alongside
+ or as an addendum to the NOTICE text from the Work, provided
+ that such additional attribution notices cannot be construed
+ as modifying the License.
+
+ You may add Your own copyright statement to Your modifications and
+ may provide additional or different license terms and conditions
+ for use, reproduction, or distribution of Your modifications, or
+ for any such Derivative Works as a whole, provided Your use,
+ reproduction, and distribution of the Work otherwise complies with
+ the conditions stated in this License.
+
+ 5. Submission of Contributions. Unless You explicitly state otherwise,
+ any Contribution intentionally submitted for inclusion in the Work
+ by You to the Licensor shall be under the terms and conditions of
+ this License, without any additional terms or conditions.
+ Notwithstanding the above, nothing herein shall supersede or modify
+ the terms of any separate license agreement you may have executed
+ with Licensor regarding such Contributions.
+
+ 6. Trademarks. This License does not grant permission to use the trade
+ names, trademarks, service marks, or product names of the Licensor,
+ except as required for reasonable and customary use in describing the
+ origin of the Work and reproducing the content of the NOTICE file.
+
+ 7. Disclaimer of Warranty. Unless required by applicable law or
+ agreed to in writing, Licensor provides the Work (and each
+ Contributor provides its Contributions) on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
+ implied, including, without limitation, any warranties or conditions
+ of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
+ PARTICULAR PURPOSE. You are solely responsible for determining the
+ appropriateness of using or redistributing the Work and assume any
+ risks associated with Your exercise of permissions under this License.
+
+ 8. Limitation of Liability. In no event and under no legal theory,
+ whether in tort (including negligence), contract, or otherwise,
+ unless required by applicable law (such as deliberate and grossly
+ negligent acts) or agreed to in writing, shall any Contributor be
+ liable to You for damages, including any direct, indirect, special,
+ incidental, or consequential damages of any character arising as a
+ result of this License or out of the use or inability to use the
+ Work (including but not limited to damages for loss of goodwill,
+ work stoppage, computer failure or malfunction, or any and all
+ other commercial damages or losses), even if such Contributor
+ has been advised of the possibility of such damages.
+
+ 9. Accepting Warranty or Additional Liability. While redistributing
+ the Work or Derivative Works thereof, You may choose to offer,
+ and charge a fee for, acceptance of support, warranty, indemnity,
+ or other liability obligations and/or rights consistent with this
+ License. However, in accepting such obligations, You may act only
+ on Your own behalf and on Your sole responsibility, not on behalf
+ of any other Contributor, and only if You agree to indemnify,
+ defend, and hold each Contributor harmless for any liability
+ incurred by, or claims asserted against, such Contributor by reason
+ of your accepting any such warranty or additional liability.
+
+ END OF TERMS AND CONDITIONS
+
+ APPENDIX: How to apply the Apache License to your work.
+
+ To apply the Apache License to your work, attach the following
+ boilerplate notice, with the fields enclosed by brackets "[]"
+ replaced with your own identifying information. (Don't include
+ the brackets!) The text should be enclosed in the appropriate
+ comment syntax for the file format. We also recommend that a
+ file or class name and description of purpose be included on the
+ same "printed page" as the copyright notice for easier
+ identification within third-party archives.
+
+ Copyright [yyyy] [name of copyright owner]
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
diff --git a/metrics-server/vendor/github.com/google/gofuzz/README.md b/metrics-server/vendor/github.com/google/gofuzz/README.md
new file mode 100644
index 0000000..64869af
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/README.md
@@ -0,0 +1,71 @@
+gofuzz
+======
+
+gofuzz is a library for populating go objects with random values.
+
+[![GoDoc](https://godoc.org/github.com/google/gofuzz?status.png)](https://godoc.org/github.com/google/gofuzz)
+[![Travis](https://travis-ci.org/google/gofuzz.svg?branch=master)](https://travis-ci.org/google/gofuzz)
+
+This is useful for testing:
+
+* Do your project's objects really serialize/unserialize correctly in all cases?
+* Is there an incorrectly formatted object that will cause your project to panic?
+
+Import with ```import "github.com/google/gofuzz"```
+
+You can use it on single variables:
+```go
+f := fuzz.New()
+var myInt int
+f.Fuzz(&myInt) // myInt gets a random value.
+```
+
+You can use it on maps:
+```go
+f := fuzz.New().NilChance(0).NumElements(1, 1)
+var myMap map[ComplexKeyType]string
+f.Fuzz(&myMap) // myMap will have exactly one element.
+```
+
+Customize the chance of getting a nil pointer:
+```go
+f := fuzz.New().NilChance(.5)
+var fancyStruct struct {
+ A, B, C, D *string
+}
+f.Fuzz(&fancyStruct) // About half the pointers should be set.
+```
+
+You can even customize the randomization completely if needed:
+```go
+type MyEnum string
+const (
+ A MyEnum = "A"
+ B MyEnum = "B"
+)
+type MyInfo struct {
+ Type MyEnum
+ AInfo *string
+ BInfo *string
+}
+
+f := fuzz.New().NilChance(0).Funcs(
+ func(e *MyInfo, c fuzz.Continue) {
+ switch c.Intn(2) {
+ case 0:
+ e.Type = A
+ c.Fuzz(&e.AInfo)
+ case 1:
+ e.Type = B
+ c.Fuzz(&e.BInfo)
+ }
+ },
+)
+
+var myObject MyInfo
+f.Fuzz(&myObject) // Type will correspond to whether A or B info is set.
+```
+
+See more examples in ```example_test.go```.
+
+Happy testing!
diff --git a/metrics-server/vendor/github.com/google/gofuzz/doc.go b/metrics-server/vendor/github.com/google/gofuzz/doc.go
new file mode 100644
index 0000000..9f9956d
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/doc.go
@@ -0,0 +1,18 @@
+/*
+Copyright 2014 Google Inc. All rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+*/
+
+// Package fuzz is a library for populating go objects with random values.
+package fuzz
diff --git a/metrics-server/vendor/github.com/google/gofuzz/fuzz.go b/metrics-server/vendor/github.com/google/gofuzz/fuzz.go
new file mode 100644
index 0000000..1dfa80a
--- /dev/null
+++ b/metrics-server/vendor/github.com/google/gofuzz/fuzz.go
@@ -0,0 +1,487 @@
+/*
+Copyright 2014 Google Inc. All rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+*/
+
+package fuzz
+
+import (
+ "fmt"
+ "math/rand"
+ "reflect"
+ "time"
+)
+
+// fuzzFuncMap is a map from a type to a fuzzFunc that handles that type.
+type fuzzFuncMap map[reflect.Type]reflect.Value
+
+// Fuzzer knows how to fill any object with random fields.
+type Fuzzer struct {
+ fuzzFuncs fuzzFuncMap
+ defaultFuzzFuncs fuzzFuncMap
+ r *rand.Rand
+ nilChance float64
+ minElements int
+ maxElements int
+ maxDepth int
+}
+
+// New returns a new Fuzzer. Customize your Fuzzer further by calling Funcs,
+// RandSource, NilChance, or NumElements in any order.
+func New() *Fuzzer {
+ return NewWithSeed(time.Now().UnixNano())
+}
+
+func NewWithSeed(seed int64) *Fuzzer {
+ f := &Fuzzer{
+ defaultFuzzFuncs: fuzzFuncMap{
+ reflect.TypeOf(&time.Time{}): reflect.ValueOf(fuzzTime),
+ },
+
+ fuzzFuncs: fuzzFuncMap{},
+ r: rand.New(rand.NewSource(seed)),
+ nilChance: .2,
+ minElements: 1,
+ maxElements: 10,
+ maxDepth: 100,
+ }
+ return f
+}
+
+// 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{}) *Fuzzer {
+ for i := range fuzzFuncs {
+ v := reflect.ValueOf(fuzzFuncs[i])
+ if v.Kind() != reflect.Func {
+ panic("Need only funcs!")
+ }
+ t := v.Type()
+ if t.NumIn() != 2 || t.NumOut() != 0 {
+ panic("Need 2 in and 0 out params!")
+ }
+ argT := t.In(0)
+ switch argT.Kind() {
+ case reflect.Ptr, reflect.Map:
+ default:
+ panic("fuzzFunc must take pointer or map type")
+ }
+ if t.In(1) != reflect.TypeOf(Continue{}) {
+ panic("fuzzFunc's second parameter must be type fuzz.Continue")
+ }
+ f.fuzzFuncs[argT] = v
+ }
+ return f
+}
+
+// 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 {
+ f.r = rand.New(s)
+ return f
+}
+
+// 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 {
+ if p < 0 || p > 1 {
+ panic("p should be between 0 and 1, inclusive.")
+ }
+ f.nilChance = p
+ return f
+}
+
+// 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 {
+ if atLeast > atMost {
+ panic("atLeast must be <= atMost")
+ }
+ if atLeast < 0 {
+ panic("atLeast must be >= 0")
+ }
+ f.minElements = atLeast
+ f.maxElements = atMost
+ return f
+}
+
+func (f *Fuzzer) genElementCount() int {
+ if f.minElements == f.maxElements {
+ return f.minElements
+ }
+ return f.minElements + f.r.Intn(f.maxElements-f.minElements+1)
+}
+
+func (f *Fuzzer) genShouldFill() bool {
+ return f.r.Float64() > f.nilChance
+}
+
+// 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 {
+ f.maxDepth = d
+ return f
+}
+
+// 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{}) {
+ v := reflect.ValueOf(obj)
+ if v.Kind() != reflect.Ptr {
+ panic("needed ptr!")
+ }
+ v = v.Elem()
+ f.fuzzWithContext(v, 0)
+}
+
+// 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{}) {
+ v := reflect.ValueOf(obj)
+ if v.Kind() != reflect.Ptr {
+ panic("needed ptr!")
+ }
+ v = v.Elem()
+ f.fuzzWithContext(v, flagNoCustomFuzz)
+}
+
+const (
+ // Do not try to find a custom fuzz function. Does not apply recursively.
+ flagNoCustomFuzz uint64 = 1 << iota
+)
+
+func (f *Fuzzer) fuzzWithContext(v reflect.Value, flags uint64) {
+ fc := &fuzzerContext{fuzzer: f}
+ fc.doFuzz(v, flags)
+}
+
+// fuzzerContext carries context about a single fuzzing run, which lets Fuzzer
+// be thread-safe.
+type fuzzerContext struct {
+ fuzzer *Fuzzer
+ curDepth int
+}
+
+func (fc *fuzzerContext) doFuzz(v reflect.Value, flags uint64) {
+ if fc.curDepth >= fc.fuzzer.maxDepth {
+ return
+ }
+ fc.curDepth++
+ defer func() { fc.curDepth-- }()
+
+ if !v.CanSet() {
+ return
+ }
+
+ if flags&flagNoCustomFuzz == 0 {
+ // Check for both pointer and non-pointer custom functions.
+ if v.CanAddr() && fc.tryCustom(v.Addr()) {
+ return
+ }
+ if fc.tryCustom(v) {
+ return
+ }
+ }
+
+ if fn, ok := fillFuncMap[v.Kind()]; ok {
+ fn(v, fc.fuzzer.r)
+ return
+ }
+ switch v.Kind() {
+ case reflect.Map:
+ if fc.fuzzer.genShouldFill() {
+ v.Set(reflect.MakeMap(v.Type()))
+ n := fc.fuzzer.genElementCount()
+ for i := 0; i < n; i++ {
+ key := reflect.New(v.Type().Key()).Elem()
+ fc.doFuzz(key, 0)
+ val := reflect.New(v.Type().Elem()).Elem()
+ fc.doFuzz(val, 0)
+ v.SetMapIndex(key, val)
+ }
+ return
+ }
+ v.Set(reflect.Zero(v.Type()))
+ case reflect.Ptr:
+ if fc.fuzzer.genShouldFill() {
+ v.Set(reflect.New(v.Type().Elem()))
+ fc.doFuzz(v.Elem(), 0)
+ return
+ }
+ v.Set(reflect.Zero(v.Type()))
+ case reflect.Slice:
+ if fc.fuzzer.genShouldFill() {
+ n := fc.fuzzer.genElementCount()
+ v.Set(reflect.MakeSlice(v.Type(), n, n))
+ for i := 0; i < n; i++ {
+ fc.doFuzz(v.Index(i), 0)
+ }
+ return
+ }
+ v.Set(reflect.Zero(v.Type()))
+ case reflect.Array:
+ if fc.fuzzer.genShouldFill() {
+ n := v.Len()
+ for i := 0; i < n; i++ {
+ fc.doFuzz(v.Index(i), 0)
+ }
+ return
+ }
+ v.Set(reflect.Zero(v.Type()))
+ case reflect.Struct:
+ for i := 0; i < v.NumField(); i++ {
+ fc.doFuzz(v.Field(i), 0)
+ }
+ case reflect.Chan:
+ fallthrough
+ case reflect.Func:
+ fallthrough
+ case reflect.Interface:
+ fallthrough
+ default:
+ panic(fmt.Sprintf("Can't handle %#v", v.Interface()))
+ }
+}
+
+// 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 {
+ // First: see if we have a fuzz function for it.
+ doCustom, ok := fc.fuzzer.fuzzFuncs[v.Type()]
+ if !ok {
+ // Second: see if it can fuzz itself.
+ if v.CanInterface() {
+ intf := v.Interface()
+ if fuzzable, ok := intf.(Interface); ok {
+ fuzzable.Fuzz(Continue{fc: fc, Rand: fc.fuzzer.r})
+ return true
+ }
+ }
+ // Finally: see if there is a default fuzz function.
+ doCustom, ok = fc.fuzzer.defaultFuzzFuncs[v.Type()]
+ if !ok {
+ return false
+ }
+ }
+
+ switch v.Kind() {
+ case reflect.Ptr:
+ if v.IsNil() {
+ if !v.CanSet() {
+ return false
+ }
+ v.Set(reflect.New(v.Type().Elem()))
+ }
+ case reflect.Map:
+ if v.IsNil() {
+ if !v.CanSet() {
+ return false
+ }
+ v.Set(reflect.MakeMap(v.Type()))
+ }
+ default:
+ return false
+ }
+
+ doCustom.Call([]reflect.Value{v, reflect.ValueOf(Continue{
+ fc: fc,
+ Rand: fc.fuzzer.r,
+ })})
+ return true
+}
+
+// Interface represents an object that knows how to fuzz itself. Any time we
+// find a type that implements this interface we will delegate the act of
+// fuzzing itself.
+type Interface interface {
+ Fuzz(c Continue)
+}
+
+// Continue can be passed to custom fuzzing functions to allow them to use
+// the correct source of randomness and to continue fuzzing their members.
+type Continue struct {
+ fc *fuzzerContext
+
+ // For convenience, Continue implements rand.Rand via embedding.
+ // Use this for generating any randomness if you want your fuzzing
+ // to be repeatable for a given seed.
+ *rand.Rand
+}
+
+// Fuzz continues fuzzing obj. obj must be a pointer.
+func (c Continue) Fuzz(obj interface{}) {
+ v := reflect.ValueOf(obj)
+ if v.Kind() != reflect.Ptr {
+ panic("needed ptr!")
+ }
+ v = v.Elem()
+ c.fc.doFuzz(v, 0)
+}
+
+// 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{}) {
+ v := reflect.ValueOf(obj)
+ if v.Kind() != reflect.Ptr {
+ panic("needed ptr!")
+ }
+ v = v.Elem()
+ c.fc.doFuzz(v, flagNoCustomFuzz)
+}
+
+// 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 {
+ return randString(c.Rand)
+}
+
+// RandUint64 makes random 64 bit numbers.
+// Weirdly, rand doesn't have a function that gives you 64 random bits.
+func (c Continue) RandUint64() uint64 {
+ return randUint64(c.Rand)
+}
+
+// RandBool returns true or false randomly.
+func (c Continue) RandBool() bool {
+ return randBool(c.Rand)
+}
+
+func fuzzInt(v reflect.Value, r *rand.Rand) {
+ v.SetInt(int64(randUint64(r)))
+}
+
+func fuzzUint(v reflect.Value, r *rand.Rand) {
+ v.SetUint(randUint64(r))
+}
+
+func fuzzTime(t *time.Time, c Continue) {
+ var sec, nsec int64
+ // Allow for about 1000 years of random time values, which keeps things
+ // like JSON parsing reasonably happy.
+ sec = c.Rand.Int63n(1000 * 365 * 24 * 60 * 60)
+ c.Fuzz(&nsec)
+ *t = time.Unix(sec, nsec)
+}
+
+var fillFuncMap = map[reflect.Kind]func(reflect.Value, *rand.Rand){
+ reflect.Bool: func(v reflect.Value, r *rand.Rand) {
+ v.SetBool(randBool(r))
+ },
+ reflect.Int: fuzzInt,
+ reflect.Int8: fuzzInt,
+ reflect.Int16: fuzzInt,
+ reflect.Int32: fuzzInt,
+ reflect.Int64: fuzzInt,
+ reflect.Uint: fuzzUint,
+ reflect.Uint8: fuzzUint,
+ reflect.Uint16: fuzzUint,
+ reflect.Uint32: fuzzUint,
+ reflect.Uint64: fuzzUint,
+ reflect.Uintptr: fuzzUint,
+ reflect.Float32: func(v reflect.Value, r *rand.Rand) {
+ v.SetFloat(float64(r.Float32()))
+ },
+ reflect.Float64: func(v reflect.Value, r *rand.Rand) {
+ v.SetFloat(r.Float64())
+ },
+ reflect.Complex64: func(v reflect.Value, r *rand.Rand) {
+ panic("unimplemented")
+ },
+ reflect.Complex128: func(v reflect.Value, r *rand.Rand) {
+ panic("unimplemented")
+ },
+ reflect.String: func(v reflect.Value, r *rand.Rand) {
+ v.SetString(randString(r))
+ },
+ reflect.UnsafePointer: func(v reflect.Value, r *rand.Rand) {
+ panic("unimplemented")
+ },
+}
+
+// randBool returns true or false randomly.
+func randBool(r *rand.Rand) bool {
+ if r.Int()&1 == 1 {
+ return true
+ }
+ return false
+}
+
+type charRange struct {
+ first, last rune
+}
+
+// choose returns a random unicode character from the given range, using the
+// given randomness source.
+func (r *charRange) choose(rand *rand.Rand) rune {
+ count := int64(r.last - r.first)
+ return r.first + rune(rand.Int63n(count))
+}
+
+var unicodeRanges = []charRange{
+ {' ', '~'}, // ASCII characters
+ {'\u00a0', '\u02af'}, // Multi-byte encoded characters
+ {'\u4e00', '\u9fff'}, // Common CJK (even longer encodings)
+}
+
+// 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 {
+ n := r.Intn(20)
+ runes := make([]rune, n)
+ for i := range runes {
+ runes[i] = unicodeRanges[r.Intn(len(unicodeRanges))].choose(r)
+ }
+ return string(runes)
+}
+
+// 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 {
+ return uint64(r.Uint32())<<32 | uint64(r.Uint32())
+}