feat(battle-node): per-battle master seed + node-side deck shuffle
GetOrSeedDeckMap now seeds from a Fisher-Yates shuffle of the deck keyed by the per-battle MasterSeed, so the reveal map and the wire selfDeck share one shuffled order. Updated the existing build-order test to the shuffle semantics. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,3 +1,4 @@
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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@@ -9,6 +10,34 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
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internal sealed class BattleSessionState
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{
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/// <summary>The one random value chosen per battle. Every per-battle RNG (shared effect seed,
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/// each side's deck shuffle + idxChangeSeed) derives from it via <see cref="BattleSeeds"/>.
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/// Logged at session start so a battle's randomness is reproducible (future replay).</summary>
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public int MasterSeed { get; }
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/// <param name="masterSeed">Test hook — production uses the random default.</param>
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public BattleSessionState(int? masterSeed = null) =>
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MasterSeed = masterSeed ?? Random.Shared.Next();
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private readonly Dictionary<IBattleParticipant, IReadOnlyList<long>> _shuffledDecks = new();
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/// <summary>This side's deck, shuffled deterministically from <see cref="MasterSeed"/>
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/// (Fisher–Yates). Cached per side. Both the wire selfDeck (Matched) and the reveal map
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/// (<see cref="GetOrSeedDeckMap"/>) read this, so they share one shuffled order.</summary>
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public IReadOnlyList<long> GetShuffledDeck(IBattleParticipant side)
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{
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if (_shuffledDecks.TryGetValue(side, out var cached)) return cached;
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var deck = side.Context.SelfDeckCardIds.ToArray();
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var rng = new Random(BattleSeeds.DeckShuffle(MasterSeed, side.ViewerId));
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for (var i = deck.Length - 1; i > 0; i--)
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{
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var j = rng.Next(i + 1);
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(deck[i], deck[j]) = (deck[j], deck[i]);
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}
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_shuffledDecks[side] = deck;
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return deck;
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}
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public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
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@@ -17,14 +46,15 @@ internal sealed class BattleSessionState
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/// from add ops via <see cref="RecordToken"/>).</summary>
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public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
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/// use. <c>BuildPlayerDeck</c> assigns deck idx = position+1, so entry (i+1) -> cardIds[i].</summary>
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="GetShuffledDeck"/> order on
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/// first use. Deck idx = position+1 in the shuffled order, so entry (i+1) -> shuffledDeck[i]. The
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/// wire selfDeck (Matched) is built from the same shuffled order, so the two agree.</summary>
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public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
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{
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if (!IdxToCardId.TryGetValue(side, out var map))
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{
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map = new Dictionary<int, long>();
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var deck = side.Context.SelfDeckCardIds;
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var deck = GetShuffledDeck(side);
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for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
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IdxToCardId[side] = map;
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}
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