From b6b24b10c6fb056bfa297c6f3a6f29a9991f9fa1 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Thu, 13 Apr 2023 14:50:27 -0400 Subject: Client authenticates now --- Archipelago/vendor/uuid.gd | 195 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 195 insertions(+) create mode 100644 Archipelago/vendor/uuid.gd (limited to 'Archipelago/vendor/uuid.gd') diff --git a/Archipelago/vendor/uuid.gd b/Archipelago/vendor/uuid.gd new file mode 100644 index 0000000..b63fa04 --- /dev/null +++ b/Archipelago/vendor/uuid.gd @@ -0,0 +1,195 @@ +# 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(): + randomize() + # 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): + rng.randomize() + 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 -- cgit 1.4.1