VOL-1967 move api-server to separate repository

Current with voltha-go acf0adaf2d91ae72b55192cc8a939e0485918d16

Change-Id: I000ea6be0789e20c922bd671562b58a7120892ae
diff --git a/vendor/github.com/google/gofuzz/fuzz.go b/vendor/github.com/google/gofuzz/fuzz.go
new file mode 100644
index 0000000..1dfa80a
--- /dev/null
+++ b/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())
+}