feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed

InitBattle now emits Stable(master) as the shared effect seed and the master-
shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed.
BattleSession exposes + logs the master seed per battle for future replay.
Updated lifecycle/dispatch/integration tests (deck assertions now permutation-
based since selfDeck is shuffled).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-04 18:20:51 -04:00
parent 6f7fcfe28e
commit 3f5d97cb2f
8 changed files with 80 additions and 26 deletions

View File

@@ -23,7 +23,7 @@ public static class ServerBattleFrames
public static MsgEnvelope BuildMatched(
MatchContext selfCtx, MatchContext oppoCtx,
long selfViewerId, long oppoViewerId,
string battleId, long seed) =>
string battleId, long seed, IReadOnlyList<long> selfDeckOrder) =>
EnvelopeForPush(NetworkBattleUri.Matched,
new MatchedBody(
SelfInfo: new MatchedSelfInfo(
@@ -47,7 +47,7 @@ public static class ServerBattleFrames
OppoId: selfViewerId,
Seed: seed,
OppoDeckCount: oppoCtx.SelfDeckCardIds.Count),
SelfDeck: BuildPlayerDeck(selfCtx.SelfDeckCardIds)),
SelfDeck: BuildPlayerDeck(selfDeckOrder)),
bid: battleId);
public static MsgEnvelope BuildBattleStart(
@@ -113,16 +113,17 @@ public static class ServerBattleFrames
/// <summary>Non-interactive opponent (Bot/AI): oppo is the placeholder
/// <see cref="InitialHand"/>.</summary>
public static MsgEnvelope BuildReady(IReadOnlyList<long> hand) => BuildReady(hand, InitialHand);
public static MsgEnvelope BuildReady(IReadOnlyList<long> hand, int idxChangeSeed) =>
BuildReady(hand, InitialHand, idxChangeSeed);
/// <summary>Both hands known (the mulligan barrier supplies the opponent's
/// post-mulligan hand).</summary>
public static MsgEnvelope BuildReady(IReadOnlyList<long> selfHand, IReadOnlyList<long> oppoHand) =>
public static MsgEnvelope BuildReady(IReadOnlyList<long> selfHand, IReadOnlyList<long> oppoHand, int idxChangeSeed) =>
EnvelopeForPush(NetworkBattleUri.Ready,
new ReadyBody(
Self: BuildPosIdxList(selfHand),
Oppo: BuildPosIdxList(oppoHand),
IdxChangeSeed: BattleFrameDefaults.ReadyIdxChangeSeed,
IdxChangeSeed: idxChangeSeed,
Spin: BattleFrameDefaults.ReadySpin));
private static IReadOnlyList<PosIdx> BuildPosIdxList(IReadOnlyList<long> hand)