1.修复匹配时可能会匹配到死去玩家的逻辑

2.修复匹配的随机性条件,改为完全随机
This commit is contained in:
2025-10-11 16:52:39 +08:00
parent 6aa8fb818a
commit 75c483103e
2 changed files with 149 additions and 227 deletions

View File

@@ -5,8 +5,8 @@ exports.createMatchmaker = createMatchmaker;
exports.displayPairings = displayPairings;
class Matchmaker {
constructor(players) {
this.roundHistory = []; // 记录每轮的配对历史
this.currentRound = 0;
this.restingHistory = new Map(); // 记录每个玩家的轮空次数
this.mPlayers = players;
}
/**
@@ -14,7 +14,7 @@ class Matchmaker {
* @returns 配对结果数组
*/
generatePairings() {
const playerIds = Array.from(this.mPlayers.keys());
const playerIds = Array.from(this.mPlayers.keys()); // 只使用当前存活的玩家
const playerCount = playerIds.length;
if (playerCount === 0) {
return [];
@@ -24,21 +24,19 @@ class Matchmaker {
return [{
playerId: playerIds[0],
opponentId: playerIds[0],
// socketID: this.mPlayers.get(playerIds[0])!.mSocketId,
isResting: true
}];
}
const pairings = this.createOptimalPairings(playerIds);
this.roundHistory.push(pairings.map(p => `${p.playerId}-${p.opponentId}`));
const pairings = this.createRandomPairings(playerIds);
this.currentRound++;
return pairings;
}
/**
* 创建最优配对
* 创建随机配对 - 使用 Fisher-Yates 洗牌算法
* @param playerIds 玩家ID数组
* @returns 配对结果
*/
createOptimalPairings(playerIds) {
createRandomPairings(playerIds) {
const playerCount = playerIds.length;
const isOddCount = playerCount % 2 === 1;
// 如果是奇数,需要找一个玩家轮空
@@ -48,31 +46,24 @@ class Matchmaker {
restingPlayer = this.selectRestingPlayer(playerIds);
activePlayers = playerIds.filter(id => id !== restingPlayer);
}
// 对剩余玩家进行配对
// Fisher-Yates 洗牌算法 - O(n) 时间复杂度
const shuffled = this.shuffleArray(activePlayers);
const pairings = [];
const usedPlayers = new Set();
// 使用轮转算法确保配对的多样性
const rotatedPlayers = this.rotatePlayerOrder(activePlayers);
for (let i = 0; i < rotatedPlayers.length; i += 2) {
if (i + 1 < rotatedPlayers.length) {
const player1 = rotatedPlayers[i];
const player2 = rotatedPlayers[i + 1];
if (!usedPlayers.has(player1) && !usedPlayers.has(player2)) {
pairings.push({
playerId: player1,
opponentId: player2,
// socketID: this.mPlayers.get(player1)!.mSocketId,
isResting: false
});
pairings.push({
playerId: player2,
opponentId: player1,
// socketID: this.mPlayers.get(player2)!.mSocketId,
isResting: false
});
usedPlayers.add(player1);
usedPlayers.add(player2);
}
// 按顺序两两配对 - O(n) 时间复杂度
for (let i = 0; i < shuffled.length; i += 2) {
if (i + 1 < shuffled.length) {
const player1 = shuffled[i];
const player2 = shuffled[i + 1];
pairings.push({
playerId: player1,
opponentId: player2,
isResting: false
});
pairings.push({
playerId: player2,
opponentId: player1,
isResting: false
});
}
}
// 处理轮空玩家
@@ -81,107 +72,76 @@ class Matchmaker {
pairings.push({
playerId: restingPlayer,
opponentId: ghostOpponent,
// socketID: this.mPlayers.get(restingPlayer)!.mSocketId,
isResting: true
});
}
return pairings;
}
/**
* Fisher-Yates 洗牌算法 - 完全随机且高效
* @param array 要洗牌的数组
* @returns 洗牌后的新数组
*/
shuffleArray(array) {
const result = [...array];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
}
/**
* 选择轮空玩家(轮换制,确保每个玩家都有机会轮空)
* @param playerIds 玩家ID数组
* @param playerIds 玩家ID数组(当前存活的玩家)
* @returns 轮空玩家ID
*/
selectRestingPlayer(playerIds) {
const restingCounts = new Map();
// 统计每个玩家的轮空次数
playerIds.forEach(id => restingCounts.set(id, 0));
this.roundHistory.forEach(round => {
round.forEach(pairing => {
const [playerId, opponentId] = pairing.split('-');
if (playerId === opponentId) {
const count = restingCounts.get(playerId) || 0;
restingCounts.set(playerId, count + 1);
}
});
// 初始化轮空次数记录
playerIds.forEach(id => {
if (!this.restingHistory.has(id)) {
this.restingHistory.set(id, 0);
}
});
// 找到轮空次数最少的所有玩家
// 找到轮空次数最少的玩家
let minRestingCount = Infinity;
playerIds.forEach(id => {
const count = restingCounts.get(id) || 0;
const count = this.restingHistory.get(id) || 0;
if (count < minRestingCount) {
minRestingCount = count;
}
});
const candidatePlayers = playerIds.filter(id => {
const count = restingCounts.get(id) || 0;
const count = this.restingHistory.get(id) || 0;
return count === minRestingCount;
});
// 在轮空次数最少的玩家中轮换选择
// 使用轮次数来确定选择哪个玩家,确保轮换
const selectedIndex = this.currentRound % candidatePlayers.length;
return candidatePlayers[selectedIndex];
// 在轮空次数最少的玩家中随机选择
const selectedIndex = Math.floor(Math.random() * candidatePlayers.length);
const selectedPlayer = candidatePlayers[selectedIndex];
// 增加该玩家的轮空次数
this.restingHistory.set(selectedPlayer, (this.restingHistory.get(selectedPlayer) || 0) + 1);
return selectedPlayer;
}
/**
* 为轮空玩家选择一个"幽灵对手"(用于显示和计算
* 为轮空玩家选择一个"幽灵对手"(用于显示)
* @param restingPlayer 轮空玩家ID
* @param allPlayers 所有玩家ID
* @param allPlayers 所有当前存活的玩家ID
* @returns 幽灵对手ID
*/
selectGhostOpponent(restingPlayer, allPlayers) {
// 选择与轮空玩家对战次数最少的玩家作为幽灵对手
const opponentCounts = new Map();
allPlayers.forEach(id => {
if (id !== restingPlayer) {
opponentCounts.set(id, 0);
}
});
this.roundHistory.forEach(round => {
round.forEach(pairing => {
const [playerId, opponentId] = pairing.split('-');
if (playerId === restingPlayer && opponentId !== restingPlayer) {
const count = opponentCounts.get(opponentId) || 0;
opponentCounts.set(opponentId, count + 1);
}
});
});
let minCount = Infinity;
let ghostOpponent = allPlayers.find(id => id !== restingPlayer) || restingPlayer;
opponentCounts.forEach((count, playerId) => {
if (count < minCount) {
minCount = count;
ghostOpponent = playerId;
}
});
return ghostOpponent;
}
/**
* 根据轮次旋转玩家顺序,增加配对的随机性
* @param playerIds 玩家ID数组
* @returns 旋转后的玩家数组
*/
rotatePlayerOrder(playerIds) {
if (playerIds.length <= 2) {
return [...playerIds];
// 只在当前存活的玩家中选择幽灵对手
const alivePlayers = allPlayers.filter(id => id !== restingPlayer);
if (alivePlayers.length === 0) {
return restingPlayer; // 如果没有其他存活玩家,返回自己
}
const rotateAmount = this.currentRound % playerIds.length;
return [
...playerIds.slice(rotateAmount),
...playerIds.slice(0, rotateAmount)
];
}
/**
* 获取配对历史
* @returns 历史配对记录
*/
getPairingHistory() {
return [...this.roundHistory];
// 随机选择一个幽灵对手
const randomIndex = Math.floor(Math.random() * alivePlayers.length);
return alivePlayers[randomIndex];
}
/**
* 重置配对历史(新游戏开始时调用)
*/
resetHistory() {
this.roundHistory = [];
this.restingHistory.clear();
this.currentRound = 0;
}
/**
@@ -190,11 +150,20 @@ class Matchmaker {
*/
updatePlayers(newPlayers) {
this.mPlayers = newPlayers;
// 清理已死亡玩家的轮空历史记录
const alivePlayerIds = new Set(newPlayers.keys());
for (const playerId of this.restingHistory.keys()) {
if (!alivePlayerIds.has(playerId)) {
this.restingHistory.delete(playerId);
}
}
}
deletePlayer(playerId) {
if (this.mPlayers.has(playerId)) {
this.mPlayers.delete(playerId);
}
// 清理该玩家的轮空历史
this.restingHistory.delete(playerId);
}
}
exports.Matchmaker = Matchmaker;
@@ -209,11 +178,7 @@ function displayPairings(pairings) {
pairings.forEach(pairing => {
const pairKey = [pairing.playerId, pairing.opponentId].sort().join('-');
if (!processedPairs.has(pairKey)) {
// if (pairing.isResting) {
// console.log(`${pairing.playerId} 轮空 (对手: ${pairing.opponentId})`);
// } else {
console.log(`${pairing.playerId} VS ${pairing.opponentId}`);
// }
processedPairs.add(pairKey);
}
});

View File

@@ -3,14 +3,13 @@ import { Player } from "./Player";
interface PairingResult {
playerId: string;
opponentId: string;
// socketID: string;
isResting: boolean; // 是否为轮空玩家
}
class Matchmaker {
private mPlayers: Map<string, Player>;
private roundHistory: string[][] = []; // 记录每轮的配对历史
private currentRound: number = 0;
private restingHistory: Map<string, number> = new Map(); // 记录每个玩家的轮空次数
constructor(players: Map<string, Player>) {
this.mPlayers = players;
@@ -21,7 +20,7 @@ interface PairingResult {
* @returns 配对结果数组
*/
public generatePairings(): PairingResult[] {
const playerIds = Array.from(this.mPlayers.keys());
const playerIds = Array.from(this.mPlayers.keys()); // 只使用当前存活的玩家
const playerCount = playerIds.length;
if (playerCount === 0) {
@@ -33,24 +32,22 @@ interface PairingResult {
return [{
playerId: playerIds[0],
opponentId: playerIds[0],
// socketID: this.mPlayers.get(playerIds[0])!.mSocketId,
isResting: true
}];
}
const pairings = this.createOptimalPairings(playerIds);
this.roundHistory.push(pairings.map(p => `${p.playerId}-${p.opponentId}`));
const pairings = this.createRandomPairings(playerIds);
this.currentRound++;
return pairings;
}
/**
* 创建最优配对
* 创建随机配对 - 使用 Fisher-Yates 洗牌算法
* @param playerIds 玩家ID数组
* @returns 配对结果
*/
private createOptimalPairings(playerIds: string[]): PairingResult[] {
private createRandomPairings(playerIds: string[]): PairingResult[] {
const playerCount = playerIds.length;
const isOddCount = playerCount % 2 === 1;
@@ -63,35 +60,27 @@ interface PairingResult {
activePlayers = playerIds.filter(id => id !== restingPlayer);
}
// 对剩余玩家进行配对
// Fisher-Yates 洗牌算法 - O(n) 时间复杂度
const shuffled = this.shuffleArray(activePlayers);
const pairings: PairingResult[] = [];
const usedPlayers = new Set<string>();
// 使用轮转算法确保配对的多样性
const rotatedPlayers = this.rotatePlayerOrder(activePlayers);
// 按顺序两两配对 - O(n) 时间复杂度
for (let i = 0; i < shuffled.length; i += 2) {
if (i + 1 < shuffled.length) {
const player1 = shuffled[i];
const player2 = shuffled[i + 1];
for (let i = 0; i < rotatedPlayers.length; i += 2) {
if (i + 1 < rotatedPlayers.length) {
const player1 = rotatedPlayers[i];
const player2 = rotatedPlayers[i + 1];
if (!usedPlayers.has(player1) && !usedPlayers.has(player2)) {
pairings.push({
playerId: player1,
opponentId: player2,
// socketID: this.mPlayers.get(player1)!.mSocketId,
isResting: false
});
pairings.push({
playerId: player2,
opponentId: player1,
// socketID: this.mPlayers.get(player2)!.mSocketId,
isResting: false
});
usedPlayers.add(player1);
usedPlayers.add(player2);
}
pairings.push({
playerId: player1,
opponentId: player2,
isResting: false
});
pairings.push({
playerId: player2,
opponentId: player1,
isResting: false
});
}
}
@@ -101,7 +90,6 @@ interface PairingResult {
pairings.push({
playerId: restingPlayer,
opponentId: ghostOpponent,
// socketID: this.mPlayers.get(restingPlayer)!.mSocketId,
isResting: true
});
}
@@ -109,116 +97,81 @@ interface PairingResult {
return pairings;
}
/**
* Fisher-Yates 洗牌算法 - 完全随机且高效
* @param array 要洗牌的数组
* @returns 洗牌后的新数组
*/
private shuffleArray<T>(array: T[]): T[] {
const result = [...array];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
}
/**
* 选择轮空玩家(轮换制,确保每个玩家都有机会轮空)
* @param playerIds 玩家ID数组
* @param playerIds 玩家ID数组(当前存活的玩家)
* @returns 轮空玩家ID
*/
private selectRestingPlayer(playerIds: string[]): string {
const restingCounts = new Map<string, number>();
// 统计每个玩家的轮空次数
playerIds.forEach(id => restingCounts.set(id, 0));
this.roundHistory.forEach(round => {
round.forEach(pairing => {
const [playerId, opponentId] = pairing.split('-');
if (playerId === opponentId) {
const count = restingCounts.get(playerId) || 0;
restingCounts.set(playerId, count + 1);
}
});
// 初始化轮空次数记录
playerIds.forEach(id => {
if (!this.restingHistory.has(id)) {
this.restingHistory.set(id, 0);
}
});
// 找到轮空次数最少的所有玩家
// 找到轮空次数最少的玩家
let minRestingCount = Infinity;
playerIds.forEach(id => {
const count = restingCounts.get(id) || 0;
const count = this.restingHistory.get(id) || 0;
if (count < minRestingCount) {
minRestingCount = count;
}
});
const candidatePlayers = playerIds.filter(id => {
const count = restingCounts.get(id) || 0;
const count = this.restingHistory.get(id) || 0;
return count === minRestingCount;
});
// 在轮空次数最少的玩家中轮换选择
// 使用轮次数来确定选择哪个玩家,确保轮换
const selectedIndex = this.currentRound % candidatePlayers.length;
return candidatePlayers[selectedIndex];
// 在轮空次数最少的玩家中随机选择
const selectedIndex = Math.floor(Math.random() * candidatePlayers.length);
const selectedPlayer = candidatePlayers[selectedIndex];
// 增加该玩家的轮空次数
this.restingHistory.set(selectedPlayer, (this.restingHistory.get(selectedPlayer) || 0) + 1);
return selectedPlayer;
}
/**
* 为轮空玩家选择一个"幽灵对手"(用于显示和计算
* 为轮空玩家选择一个"幽灵对手"(用于显示)
* @param restingPlayer 轮空玩家ID
* @param allPlayers 所有玩家ID
* @param allPlayers 所有当前存活的玩家ID
* @returns 幽灵对手ID
*/
private selectGhostOpponent(restingPlayer: string, allPlayers: string[]): string {
// 选择与轮空玩家对战次数最少的玩家作为幽灵对手
const opponentCounts = new Map<string, number>();
// 只在当前存活的玩家中选择幽灵对手
const alivePlayers = allPlayers.filter(id => id !== restingPlayer);
allPlayers.forEach(id => {
if (id !== restingPlayer) {
opponentCounts.set(id, 0);
}
});
this.roundHistory.forEach(round => {
round.forEach(pairing => {
const [playerId, opponentId] = pairing.split('-');
if (playerId === restingPlayer && opponentId !== restingPlayer) {
const count = opponentCounts.get(opponentId) || 0;
opponentCounts.set(opponentId, count + 1);
}
});
});
let minCount = Infinity;
let ghostOpponent = allPlayers.find(id => id !== restingPlayer) || restingPlayer;
opponentCounts.forEach((count, playerId) => {
if (count < minCount) {
minCount = count;
ghostOpponent = playerId;
}
});
return ghostOpponent;
}
/**
* 根据轮次旋转玩家顺序,增加配对的随机性
* @param playerIds 玩家ID数组
* @returns 旋转后的玩家数组
*/
private rotatePlayerOrder(playerIds: string[]): string[] {
if (playerIds.length <= 2) {
return [...playerIds];
if (alivePlayers.length === 0) {
return restingPlayer; // 如果没有其他存活玩家,返回自己
}
const rotateAmount = this.currentRound % playerIds.length;
return [
...playerIds.slice(rotateAmount),
...playerIds.slice(0, rotateAmount)
];
}
/**
* 获取配对历史
* @returns 历史配对记录
*/
public getPairingHistory(): string[][] {
return [...this.roundHistory];
// 随机选择一个幽灵对手
const randomIndex = Math.floor(Math.random() * alivePlayers.length);
return alivePlayers[randomIndex];
}
/**
* 重置配对历史(新游戏开始时调用)
*/
public resetHistory(): void {
this.roundHistory = [];
this.restingHistory.clear();
this.currentRound = 0;
}
@@ -228,14 +181,22 @@ interface PairingResult {
*/
public updatePlayers(newPlayers: Map<string, Player>): void {
this.mPlayers = newPlayers;
// 清理已死亡玩家的轮空历史记录
const alivePlayerIds = new Set(newPlayers.keys());
for (const playerId of this.restingHistory.keys()) {
if (!alivePlayerIds.has(playerId)) {
this.restingHistory.delete(playerId);
}
}
}
public deletePlayer(playerId:string)
{
if(this.mPlayers.has(playerId))
{
public deletePlayer(playerId: string) {
if (this.mPlayers.has(playerId)) {
this.mPlayers.delete(playerId);
}
// 清理该玩家的轮空历史
this.restingHistory.delete(playerId);
}
}
@@ -254,11 +215,7 @@ interface PairingResult {
const pairKey = [pairing.playerId, pairing.opponentId].sort().join('-');
if (!processedPairs.has(pairKey)) {
// if (pairing.isResting) {
// console.log(`${pairing.playerId} 轮空 (对手: ${pairing.opponentId})`);
// } else {
console.log(`${pairing.playerId} VS ${pairing.opponentId}`);
// }
console.log(`${pairing.playerId} VS ${pairing.opponentId}`);
processedPairs.add(pairKey);
}
});