Add game center, per-model shuffle, audio focus fixes, README, tests
- README.md with build/architecture overview - Game Center screen with at-bat timeline, pitch sequence, spray chart, and strike zone component views - VideoShuffle service: per-model bucketed random selection with no-back-to-back guarantee; replaces flat shuffle-bag approach - Refresh JWT token for authenticated NSFW feed; add josie-hamming-2 and dani-speegle-2 to the user list - MultiStreamView audio focus: remove redundant isMuted writes during startStream and playNextWerkoutClip so audio stops ducking during clip transitions; gate AVAudioSession.setCategory(.playback) behind a one-shot flag - GamesViewModel.attachPlayer: skip mute recalculation when the same player is re-attached (prevents toggle flicker on item replace) - mlbTVOSTests target wired through project.yml with GENERATE_INFOPLIST_FILE; VideoShuffleTests covers groupByModel, pickRandomFromBuckets, real-distribution no-back-to-back invariant, and uniform model distribution over 6000 picks Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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78
mlbTVOS/Services/VideoShuffle.swift
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78
mlbTVOS/Services/VideoShuffle.swift
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import Foundation
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enum VideoShuffle {
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/// Groups items by key, shuffling within each group.
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///
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/// Items whose key is `nil` are grouped under the empty string `""` so they
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/// form their own bucket rather than being dropped.
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static func groupByModel<T>(
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_ items: [T],
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keyFor: (T) -> String?,
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using rng: inout some RandomNumberGenerator
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) -> [String: [T]] {
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var groups: [String: [T]] = [:]
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for item in items {
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let key = keyFor(item) ?? ""
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groups[key, default: []].append(item)
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}
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for key in groups.keys {
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groups[key]!.shuffle(using: &rng)
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}
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return groups
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}
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/// Picks a random item from a random non-empty bucket, avoiding
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/// `excludingKey` when possible.
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///
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/// Returned buckets are a mutated copy of the input with the picked item
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/// removed (pure — input is not modified). When the excluded bucket is the
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/// only non-empty one, it is still picked (falling back gracefully).
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///
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/// - Returns: the picked item, the key of the bucket it came from, and the
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/// updated bucket dictionary — or `nil` if all buckets are empty.
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static func pickRandomFromBuckets<T>(
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_ buckets: [String: [T]],
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excludingKey: String? = nil,
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using rng: inout some RandomNumberGenerator
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) -> (item: T, key: String, remaining: [String: [T]])? {
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// Collect keys with at least one item. Sort for deterministic ordering
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// before the random pick so test output is reproducible when a seeded
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// RNG is used.
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let nonEmptyKeys = buckets
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.filter { !$0.value.isEmpty }
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.keys
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.sorted()
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guard !nonEmptyKeys.isEmpty else { return nil }
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// Prefer keys other than the excluded one, but fall back if excluding
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// would leave no candidates.
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let candidateKeys: [String]
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if let excludingKey, nonEmptyKeys.contains(excludingKey), nonEmptyKeys.count > 1 {
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candidateKeys = nonEmptyKeys.filter { $0 != excludingKey }
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} else {
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candidateKeys = nonEmptyKeys
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}
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guard let pickedKey = candidateKeys.randomElement(using: &rng),
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var items = buckets[pickedKey],
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!items.isEmpty else {
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return nil
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}
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// Items were shuffled during groupByModel, so removeFirst is a
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// uniform random pick among the remaining items in this bucket.
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let item = items.removeFirst()
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var remaining = buckets
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remaining[pickedKey] = items
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return (item, pickedKey, remaining)
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}
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/// Convenience overload using the system random generator.
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static func pickRandomFromBuckets<T>(
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_ buckets: [String: [T]],
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excludingKey: String? = nil
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) -> (item: T, key: String, remaining: [String: [T]])? {
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var rng = SystemRandomNumberGenerator()
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return pickRandomFromBuckets(buckets, excludingKey: excludingKey, using: &rng)
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}
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}
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