fix(ranked-ai): randomize bot selection and seed for AI fallback matches
Bot roster pick was hashing (UserName, ClassId) — same player always faced the same bot class. Now hashes battleId so different matches get different opponents while retries of the same pending battle stay consistent. AI start response hardcoded Seed=0 for both sides, so the client's deck shuffle/mulligan/draw RNG was deterministic every match. The BattleNode's per-battle MasterSeed (Random.Shared) was never sent to bot-mode clients because InitBattleHandler skips the Matched frame. Now populates Seed with Random.Shared.Next() on the HTTP response. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -14,9 +14,9 @@ namespace SVSim.EmulatedEntrypoint.Matching;
|
||||
public interface IBotRoster
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns a bot profile for the calling viewer. Deterministic per
|
||||
/// <see cref="MatchContext"/> — the same context value returns the same bot, so a
|
||||
/// mid-flight retry of <c>/ai_<fmt>/start</c> picks the same opponent.
|
||||
/// Returns a bot profile. Deterministic per <paramref name="battleId"/> so a
|
||||
/// mid-flight retry of <c>/ai_<fmt>/start</c> picks the same opponent,
|
||||
/// but different battles get different bots.
|
||||
/// </summary>
|
||||
Task<AIBotProfile> PickAsync(MatchContext selfCtx, CancellationToken ct = default);
|
||||
Task<AIBotProfile> PickAsync(MatchContext selfCtx, string battleId, CancellationToken ct = default);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user