Make event/board seeding actually do it RIGHT

Requesting N bits on certain types of events was enough to tickle timing
issues with events between client & server so I got those cleared up,
and in a roundabout way made piece prediction harder, BUT it wasn't
actually doing what I'd really intended. I'd originally done things this
way (call something on the RNG N times) and then in a brief moment of
brilliant stupidity went "gee, next() does different stuff based on the
number of bits you asked for, so clearly it'll mix things up"

Man, this hairshirt is itchy.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@899 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Dave Hoover
2010-02-17 04:40:34 +00:00
parent 09dbd1c95a
commit c2500248db
@@ -96,7 +96,9 @@ public abstract class Board
public void seedFromEvent (int pidx, int gevent)
{
if (isSeedingEvent(pidx, gevent)) {
_rando.next(getSeedForEvent(pidx, gevent));
for (int ii = 0, jj = getSeedForEvent(pidx, gevent); ii < jj; ii++) {
_rando.next(0);
}
}
}