release: offline mode + local pass-and-play (hotseat) — proposed v1.12.0 #212
@@ -41,8 +41,10 @@ test.describe('offline hotseat (pass-and-play)', () => {
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await enterLobby(page);
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await goOffline(page);
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// A known bag seed so the locked seat deals a full rack deterministically.
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await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('1'));
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// A known seed: the bag deals a full rack deterministically, AND the seeded seating shuffle keeps
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// the roster order (Ann first) so the locked-seat assertions below are stable. (Seat order is
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// randomised at start; the shuffle is seed-driven — seed '1' would seat Bob first, '2' Ann first.)
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await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('2'));
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// New game -> the offline mode selector now offers "with friends" (hotseat).
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await page.locator('button.tab').nth(0).click();
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@@ -1,5 +1,5 @@
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import { describe, expect, it } from 'vitest';
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import { buildSeats, commitName, rosterReady, type RosterRow } from './roster';
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import { buildSeats, commitName, rosterReady, shuffleSeeded, type RosterRow } from './roster';
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describe('commitName (keep-last-valid)', () => {
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it('commits a valid, trimmed name', () => {
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@@ -48,3 +48,21 @@ describe('buildSeats', () => {
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expect(seats.every((s) => !('accountId' in s) || s.accountId === undefined)).toBe(true);
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});
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});
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describe('shuffleSeeded', () => {
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it('is deterministic for the same seed', () => {
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expect(shuffleSeeded([0, 1, 2, 3], 42n)).toEqual(shuffleSeeded([0, 1, 2, 3], 42n));
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});
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it('keeps every element (a permutation) and does not mutate the input', () => {
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const input = [0, 1, 2, 3];
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const out = shuffleSeeded(input, 7n);
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expect([...out].sort((a, b) => a - b)).toEqual([0, 1, 2, 3]);
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expect(input).toEqual([0, 1, 2, 3]); // input untouched
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});
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it('varies the order across seeds (not always the identity)', () => {
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const orders = new Set([1n, 2n, 3n, 4n, 5n, 6n, 7n, 8n].map((s) => shuffleSeeded([0, 1, 2, 3], s).join('')));
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expect(orders.size).toBeGreaterThan(1);
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});
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});
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@@ -30,3 +30,25 @@ export function rosterReady(rows: RosterRow[]): boolean {
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export function buildSeats(rows: RosterRow[]): Seat[] {
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return rows.map((r): Seat => ({ kind: 'human', name: r.committed, pin: r.pin }));
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}
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/**
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* shuffleSeeded returns a deterministic shuffle of items driven by seed — a Fisher-Yates over a small
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* in-house PRNG (a distinct seed derivation from the tile bag, so the seating is not correlated with
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* the tile draws). Used to randomise the hotseat seating at game start, so the first mover is random;
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* being seed-driven keeps it reproducible for replay and tests.
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*/
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export function shuffleSeeded<T>(items: readonly T[], seed: bigint): T[] {
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const out = [...items];
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let a = (Number(BigInt.asUintN(32, seed ^ 0x9e3779b9n)) >>> 0) || 1;
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const rand = (): number => {
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a = (a + 0x6d2b79f5) | 0;
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let t = Math.imul(a ^ (a >>> 15), 1 | a);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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for (let i = out.length - 1; i > 0; i--) {
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const j = Math.floor(rand() * (i + 1));
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[out[i], out[j]] = [out[j], out[i]];
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}
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return out;
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}
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@@ -13,7 +13,7 @@
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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import { validDisplayName } from '../lib/profileValidation';
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import { verifyPin, type PinLock } from '../lib/pin';
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import { commitName, rosterReady, buildSeats, type RosterRow } from '../lib/roster';
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import { commitName, rosterReady, buildSeats, shuffleSeeded, type RosterRow } from '../lib/roster';
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import type { AccountRef, Variant } from '../lib/model';
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import {
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availableVariants,
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@@ -255,16 +255,19 @@
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return;
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}
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const id = newLocalGameId();
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const seed = randomSeed();
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// Randomise the seating so the FIRST mover is random (the engine starts at seat 0, so shuffling
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// the seats picks a random starter and turn order). Seed-driven, so replay is consistent.
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// Snapshot the roster + PINs to plain objects: the rows/pins are $state proxies, and a proxy
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// fails structured-clone when the record is persisted to IndexedDB (silently, since the store
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// is best-effort) — so the game would vanish on reload. See lib/localgame/store.
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// fails structured-clone when the record is persisted to IndexedDB (silently, best-effort store)
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// — so the game would vanish on reload. See lib/localgame/store.
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await localSource.create({
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id,
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variant: inviteVariant,
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dictVersion: version,
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seed: randomSeed(),
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seed,
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multipleWords: multipleWordsForRequest(inviteVariant, multipleWords),
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seats: $state.snapshot(buildSeats(rows)),
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seats: $state.snapshot(shuffleSeeded(buildSeats(rows), seed)),
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hotseat: true,
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hostPin: hostPin ? $state.snapshot(hostPin) : undefined,
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});
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