boronotes/utils/uuid.gd

114 lines
3.3 KiB
GDScript

# Note: The code might not be as pretty it could be, since it's written
# in a way that maximizes performance. Methods are inlined and loops are avoided.
extends Node
const BYTE_MASK: int = 0b11111111
static func uuidbin():
# 16 random bytes with the bytes on index 6 and 8 modified
return [
randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK,
randi() & BYTE_MASK, randi() & BYTE_MASK, ((randi() & BYTE_MASK) & 0x0f) | 0x40, randi() & BYTE_MASK,
((randi() & BYTE_MASK) & 0x3f) | 0x80, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK,
randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK, randi() & BYTE_MASK,
]
static func uuidbinrng(rng: RandomNumberGenerator):
return [
rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK,
rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, ((rng.randi() & BYTE_MASK) & 0x0f) | 0x40, rng.randi() & BYTE_MASK,
((rng.randi() & BYTE_MASK) & 0x3f) | 0x80, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK,
rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK, rng.randi() & BYTE_MASK,
]
static func v4():
# 16 random bytes with the bytes on index 6 and 8 modified
var b = uuidbin()
return '%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x' % [
# low
b[0], b[1], b[2], b[3],
# mid
b[4], b[5],
# hi
b[6], b[7],
# clock
b[8], b[9],
# clock
b[10], b[11], b[12], b[13], b[14], b[15]
]
static func v4_rng(rng: RandomNumberGenerator):
# 16 random bytes with the bytes on index 6 and 8 modified
var b = uuidbinrng(rng)
return '%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x' % [
# low
b[0], b[1], b[2], b[3],
# mid
b[4], b[5],
# hi
b[6], b[7],
# clock
b[8], b[9],
# clock
b[10], b[11], b[12], b[13], b[14], b[15]
]
var _uuid: Array
func _init(rng := RandomNumberGenerator.new()) -> void:
_uuid = uuidbinrng(rng)
func as_array() -> Array:
return _uuid.duplicate()
func as_dict(big_endian := true) -> Dictionary:
if big_endian:
return {
"low" : (_uuid[0] << 24) + (_uuid[1] << 16) + (_uuid[2] << 8 ) + _uuid[3],
"mid" : (_uuid[4] << 8 ) + _uuid[5],
"hi" : (_uuid[6] << 8 ) + _uuid[7],
"clock": (_uuid[8] << 8 ) + _uuid[9],
"node" : (_uuid[10] << 40) + (_uuid[11] << 32) + (_uuid[12] << 24) + (_uuid[13] << 16) + (_uuid[14] << 8 ) + _uuid[15]
}
else:
return {
"low" : _uuid[0] + (_uuid[1] << 8 ) + (_uuid[2] << 16) + (_uuid[3] << 24),
"mid" : _uuid[4] + (_uuid[5] << 8 ),
"hi" : _uuid[6] + (_uuid[7] << 8 ),
"clock": _uuid[8] + (_uuid[9] << 8 ),
"node" : _uuid[10] + (_uuid[11] << 8 ) + (_uuid[12] << 16) + (_uuid[13] << 24) + (_uuid[14] << 32) + (_uuid[15] << 40)
}
func as_string() -> String:
return '%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x' % [
# low
_uuid[0], _uuid[1], _uuid[2], _uuid[3],
# mid
_uuid[4], _uuid[5],
# hi
_uuid[6], _uuid[7],
# clock
_uuid[8], _uuid[9],
# node
_uuid[10], _uuid[11], _uuid[12], _uuid[13], _uuid[14], _uuid[15]
]
func is_equal(other) -> bool:
# Godot Engine compares Array recursively
# There's no need for custom comparison here.
return _uuid == other._uuid