2018-08-09 00:58:39 +00:00
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/*************************************************************************/
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/* id_handler.js */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2020-01-29 01:48:10 +00:00
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/* https://godotengine.org */
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2018-08-09 00:58:39 +00:00
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/*************************************************************************/
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2020-01-29 01:48:10 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2018-08-09 00:58:39 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2020-01-19 10:44:19 +00:00
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var IDHandler = /** @constructor */ function() {
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2018-08-09 00:58:39 +00:00
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var ids = {};
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var size = 0;
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this.has = function(id) {
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return ids.hasOwnProperty(id);
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}
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this.add = function(obj) {
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size += 1;
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var id = crypto.getRandomValues(new Int32Array(32))[0];
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ids[id] = obj;
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return id;
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}
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this.get = function(id) {
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return ids[id];
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}
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this.remove = function(id) {
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size -= 1;
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delete ids[id];
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}
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this.size = function() {
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return size;
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}
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this.ids = ids;
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};
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Module.IDHandler = new IDHandler;
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