feedback7: the battle sim uses engine-independent math — Chrome, Firefox, Safari and the server agree bit for bit (PR #373 by @Cloudnyco)
- server/sim/detmath.js: hypot (sqrt of the squares, rescaled outside 2^±500), powi (integer powers in double-double, one rounding), sin / cos (fdlibm 5.3) and atan2 (fdlibm / FreeBSD msun) built only from correctly rounded IEEE operations; the sim's Math.hypot / sin / cos / atan2 / pow calls go through it (65 files); eslint.config.js forbids the approximated Math functions under server/sim and test/sim/detmath.test.js scans for them. - sin / cos / atan2 are the algorithms V8 runs in Node, so the server's results stay; only hypot differs from V8's. Golden: 2 moved — diy-027 (a hypot distance, damage +80) and coop3-ABYSS-5 (a later card pick from round 9, same end). - Applied unchanged after review (Grok static review: MERGE; the diff read in full: no network, no new dependency). - Tests: broad node --test 5155 / 5155 with the new file tracked (detmath 7 / 7, package 10 / 10); lint 0 errors, typecheck, check:imports.
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@@ -34,8 +34,12 @@ effects), [DATA.md](DATA.md) (generated data), [ASSETS.md](ASSETS.md) (art and a
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against the spec (`server/match/fields.js` `validateClientResult`), runs the battles no connected human owns (bots, a
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dropped player, an authority that missed its deadline) and can re-simulate results (`SP_VERIFY`). `SP_COMBAT=server`
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is the older mode in which the server runs every battle and streams snapshots. DESIGN §14.
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- **Determinism** is what makes this work: fixed 1/30 s ticks, a seeded PRNG (`server/sim/rng.js`), no wall clock and
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no `Math.random` in the sim, so the same spec and data give the same battle on every machine, bit for bit. The golden
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- **Determinism** is what makes this work: fixed 1/30 s ticks, a seeded PRNG (`server/sim/rng.js`), no wall clock,
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no `Math.random` and only correctly rounded arithmetic in the sim, so the same spec and data give the same battle on
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every machine, bit for bit. ECMA-262 leaves `Math.hypot`, `sin`, `cos`, `atan2`, `pow` (and `**`) implementation-
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approximated and the engines differ in their last bits (V8, SpiderMonkey and JavaScriptCore each compute `hypot`
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differently; Chrome's and Node's `sin` differ), so the sim takes them from `server/sim/detmath.js`, built only from
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+ − × ÷ and `Math.sqrt`; ESLint and `test/sim/detmath.test.js` refuse the Math ones in `server/sim/`. The golden
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results (§5) rely on it.
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## 2. The WebSocket protocol
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