abstracts over random number generation for sending to other hosts concode_field_sep Map<Integer,byte[]> playernum concode_elem_sep int ptr concode_elem_sep int numberOfDiceToRoll concode_elem_sep Map<Integer,byte[]> playerhash concode_elem_sep boolean finalised concode_elem_sep int numberOfFaces concode_elem_sep Random rand concode_elem_sep byte[] mixednumber concode_elem_sep ArrayList<String> dieHashes concode_elem_sep ArrayList<String> seedPartsInHex concode_elem_sep int faceValue concode_elem_sep SecureRandom sr concode_field_sep void finalise concode_elem_sep int getByte concode_elem_sep boolean isFinalised concode_elem_sep void addHash concode_elem_sep long nextInt concode_elem_sep int getNumberSeedSources concode_elem_sep byte[] hashByteArr concode_elem_sep int getNumberHashes concode_elem_sep int[] rollDice concode_elem_sep int[] rollDiceNetwork concode_elem_sep String byteToHex concode_elem_sep int deprecatedroll concode_elem_sep boolean hashMatch concode_elem_sep void addNumber concode_elem_sep byte[] hexToByte
byte [ ] function ( ) { byte [ ] loc0 = new byte [ mixednumber . length ] ; sr . nextBytes ( loc0 ) ; return loc0 ; }