Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
// Utilities for globally unique IDs
//=============================================================================//
#ifndef UNIQUEID_H
#define UNIQUEID_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct UniqueId_t; class CUtlBuffer;
//-----------------------------------------------------------------------------
// Defines a globally unique ID
//-----------------------------------------------------------------------------
struct UniqueId_t { unsigned char m_Value[16]; };
//-----------------------------------------------------------------------------
// Methods related to unique ids
//-----------------------------------------------------------------------------
void CreateUniqueId( UniqueId_t *pDest ); void InvalidateUniqueId( UniqueId_t *pDest ); bool IsUniqueIdValid( const UniqueId_t &id ); bool IsUniqueIdEqual( const UniqueId_t &id1, const UniqueId_t &id2 ); void UniqueIdToString( const UniqueId_t &id, char *pBuf, int nMaxLen ); bool UniqueIdFromString( UniqueId_t *pDest, const char *pBuf, int nMaxLen = 0 ); void CopyUniqueId( const UniqueId_t &src, UniqueId_t *pDest ); bool Serialize( CUtlBuffer &buf, const UniqueId_t &src ); bool Unserialize( CUtlBuffer &buf, UniqueId_t &dest );
inline bool operator ==( const UniqueId_t& lhs, const UniqueId_t& rhs ) { return !Q_memcmp( (void *)&lhs.m_Value[ 0 ], (void *)&rhs.m_Value[ 0 ], sizeof( lhs.m_Value ) ); }
#endif // UNIQUEID_H
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