[Net] Add generate_unique_id to MultiplayerPeer.

Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
This commit is contained in:
Fabio Alessandrelli 2021-07-16 00:43:49 +02:00
parent 4cfa9bc0f1
commit 1e8bf86379
8 changed files with 34 additions and 45 deletions

View file

@ -39,26 +39,6 @@ WebSocketMultiplayerPeer::~WebSocketMultiplayerPeer() {
_clear();
}
int WebSocketMultiplayerPeer::_gen_unique_id() const {
uint32_t hash = 0;
while (hash == 0 || hash == 1) {
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_ticks_usec());
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_unix_time(), hash);
hash = hash_djb2_one_32(
(uint32_t)OS::get_singleton()->get_data_path().hash64(), hash);
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)this), hash); //rely on aslr heap
hash = hash_djb2_one_32(
(uint32_t)((uint64_t)&hash), hash); //rely on aslr stack
hash = hash & 0x7FFFFFFF; // make it compatible with unsigned, since negative id is used for exclusion
}
return hash;
}
void WebSocketMultiplayerPeer::_clear() {
_peer_map.clear();
if (_current_packet.data != nullptr) {