66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
#pragma once
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#ifdef _WINDOWS64
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#include <string>
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namespace Win64NameXuid
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{
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/**
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* ## Resolves a persistent 64-bit player ID from the player's username.
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*
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* We keep this deterministic so existing player save/map systems can key off XUID.
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*
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* @param playerName The player's username.
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* @return The resolved PlayerUID.
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*/
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inline PlayerUID ResolvePersistentXuidFromName(const std::wstring &playerName)
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{
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const unsigned __int64 fnvOffset = 14695981039346656037ULL;
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const unsigned __int64 fnvPrime = 1099511628211ULL;
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unsigned __int64 hash = fnvOffset;
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for (size_t i = 0; i < playerName.length(); ++i)
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{
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unsigned short codeUnit = (unsigned short)playerName[i];
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hash ^= (unsigned __int64)(codeUnit & 0xFF);
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hash *= fnvPrime;
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hash ^= (unsigned __int64)((codeUnit >> 8) & 0xFF);
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hash *= fnvPrime;
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}
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// Namespace the hash away from legacy smallId-based values.
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hash ^= 0x9E3779B97F4A7C15ULL;
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hash |= 0x8000000000000000ULL;
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if (hash == (unsigned __int64)INVALID_XUID)
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{
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hash ^= 0x0100000000000001ULL;
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}
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return (PlayerUID)hash;
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}
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/**
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* Creates a completely random PlayerUID while also keeping itself away from the legacy values
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*
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* @return Random PlayerUID within valid ranges
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*/
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inline PlayerUID GenerateRandomPlayerUID()
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{
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unsigned __int64 hash = ((unsigned __int64)rand() << 32) | (unsigned __int64)rand();
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// Namespace the hash away from legacy smallId-based values.
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hash ^= 0x9E3779B97F4A7C15ULL;
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hash |= 0x8000000000000000ULL;
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if (hash == (unsigned __int64)INVALID_XUID)
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{
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hash ^= 0x0100000000000001ULL;
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}
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return (PlayerUID)hash;
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}
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}
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#endif
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