# 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 n15'>15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146