Add real server pool, race roster overhaul, and ship energy system
Server browsing & matchmaking: - HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT) replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until ranked is real. - New menu/server_select.gd lists real servers from the matchmaking API's GET /servers and connects directly, retiring the old unreachable menu/server_browser.gd. - Real game-server pool: NetworkManager.host_server() self-registers on boot and heartbeats every 8s with live player counts; API computes available/full status from player_count, and a background sweep marks any server offline once its heartbeat goes stale (catches a crashed server that never deregistered). - Server-select rows get a live UDP ping probe (query port = game port + 10000) instead of trusting stale DB numbers; post-connect HUD shows live RTT off ENet's own peer stats. Race roster overhaul: - Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics, Inner Sphere Navy, Outer Rim Collective — each with a 3-ship Fighter/Gunner/Tank lineup, art cropped from concept sheets with background removal + orientation fixes per sheet. - Live headcount + roster + "TEAM FULL" lock on the race-select screen, shared between the initial pre-spawn pick and the pause menu's live SELECT TEAM swap. - Bot personalities (bots/bot_personality.gd): aggression/caution/ accuracy/reaction/awareness traits rolled per bot instead of one fixed AI profile. HUD additions: - Player list (roster, teammates white/enemies yellow, bots flagged), kill feed, minimap, and explosion VFX on death. - Health and energy now render as bars (hud/stat_bar.gd) instead of text in the top-left HUD. Ship energy system: - Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy per shot, flat regen (100 per 2.5s), fully server-authoritative and piggybacked on the existing per-tick state broadcast alongside health. - New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd) whose fill drains from both edges toward the center instead of left-to-right. Ship handling tuning: - Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for fast full turns, gated the same way damage already is so replay during reconciliation can't double-count the hold timer. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,11 +1,10 @@
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DATABASE_URL=postgresql+asyncpg://matchmaking:matchmaking@postgres:5432/matchmaking
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# Real-value targets per overview/bots.md (casual min 7v7) and overview/racesclasses.md (ranked 5v5).
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# CASUAL_TEAM_SIZE no longer gates when a casual match forms (bot fill means
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# 1 real player is enough — see queue_manager.py); it only caps how many real
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# players group into one casual match.
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# Real-value target per overview/bots.md (casual min 7v7). CASUAL_TEAM_SIZE
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# no longer gates when a casual match forms (bot fill means 1 real player is
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# enough — see queue_manager.py); it only caps how many real players group
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# into one casual match.
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CASUAL_TEAM_SIZE=7
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RANKED_TEAM_SIZE=5
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# Registered on API startup so local matchmaking has somewhere to assign
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# players to before real game servers self-register via POST /servers/register.
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+42
-20
@@ -27,37 +27,59 @@ rebuilding the image. Rebuild (`docker compose up -d --build`) only when
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## How matchmaking works right now
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- `POST /matchmaking/queue/join` `{callsign, mode, mmr?}` — creates the
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- `POST /matchmaking/queue/join` `{callsign, mode}` — creates the
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player row if it doesn't exist yet, returns a `ticket_id`.
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- `GET /matchmaking/queue/status/{ticket_id}` — poll this; once matched it
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returns the assigned server's `server_ip`/`server_port`/`team`.
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- `POST /matchmaking/queue/leave?ticket_id=...` — cancel a queued ticket.
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A background loop (`app/queue_manager.py`) runs every 2s and forms a match
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once enough players are queued for a mode, then splits them into two teams
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and assigns the first available `GameServer` for that mode. Casual and
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ranked differ here: casual has bot fill (`spacewar/bots/bot_manager.gd`
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pads both teams up to `GameConfig.bot_min_team_size` in-game), so 1 queued
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player is enough to form a casual match — `CASUAL_TEAM_SIZE` just caps how
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many real players can group into one match, it no longer gates formation.
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Ranked has no bots, so it still waits for the full `RANKED_TEAM_SIZE × 2`
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real players before forming.
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once enough players are queued for casual, then splits them into two teams
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and assigns the first available `GameServer`. Casual has bot fill
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(`spacewar/bots/bot_manager.gd` pads both teams up to
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`GameConfig.bot_min_team_size` in-game), so 1 queued player is enough to
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form a match — `CASUAL_TEAM_SIZE` just caps how many real players can group
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into one match, it no longer gates formation. Ranked mode has been removed
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entirely (was never implemented past matchmaking-queue scaffolding) — the
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`Mode` enum only has `casual` now.
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There's no real game-server pool yet — one dev server is auto-seeded on API
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startup from `DEV_SEED_SERVER_IP`/`DEV_SEED_SERVER_PORT` (defaults to
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`127.0.0.1:7777`, i.e. a Godot server run on the host via
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`godot4 --headless --path spacewar -- --server`). That IP is handed straight
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Real servers self-register: `spacewar/autoload/network_manager.gd`'s
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`host_server()` calls `POST /servers/register` once on boot and then every
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`HEARTBEAT_INTERVAL` (8s) as a heartbeat, reporting live player count. The
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endpoint upserts on `(ip, port, mode)` — an unrecognized combo creates a
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row, a recognized one just refreshes it — and now also computes `status`
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from `player_count` vs `max_players` (`full` once at capacity) instead of
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always writing `available`. A background loop (`sweep_stale_servers` in
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`app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks a
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server `offline` once its `last_heartbeat` is older than
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`server_stale_seconds` (20s default) — catches a server that crashed or was
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`kill -9`'d instead of shutting down cleanly, so it doesn't sit in the list
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looking joinable forever.
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Three demo `GameServer` rows are still auto-seeded on API startup
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(`_seed_demo_servers` in `main.py`) at `127.0.0.1:7777/7778/7779` with
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`player_count` 40/20/10 out of `max_players` 50, so `menu/server_select.gd`
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has something to list even with no real server running — and since
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registration is a plain upsert, running a real Godot server on one of those
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same `(ip, port)` pairs (`godot4 --headless --path spacewar -- --server`)
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just takes that row over with live data, no special-casing needed. A demo
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row with nothing real backing it goes stale and flips to `offline` within
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`server_stale_seconds` of API startup, same as any other server. `--server-ip=`
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(new `network_manager.gd` cmdline arg) controls what IP a hosted server
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advertises — defaults to loopback for local dev. That IP is handed straight
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to game clients to connect to, so it must be reachable from wherever the
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*client* runs, not the API container — `host.docker.internal` would resolve
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inside the api container but not on the client's machine, which is why this
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isn't a docker-internal address. Real servers should eventually call
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`POST /servers/register` on boot and periodically as a heartbeat — that
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endpoint exists but nothing calls it yet.
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isn't a docker-internal address (same constraint `DEV_SEED_SERVER_IP` has).
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`player_count`/`max_players` from `GET /servers` are just this DB-stored
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value; `menu/server_select.gd` also queries each server directly over UDP
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(`network_manager.gd`'s ping responder) for a live, pre-connect number and
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RTT, overriding the DB value in the UI once that probe answers.
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## Client integration
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The Godot client is wired up (`spacewar/autoload/matchmaking_client.gd`):
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CASUAL/RANKED on the main menu calls `POST /matchmaking/queue/join`, polls
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QUICK PLAY on the main menu calls `POST /matchmaking/queue/join`, polls
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`GET /matchmaking/queue/status/{ticket_id}` every 1.5s, and once `matched`
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connects `NetworkManager` directly to the returned `server_ip`/`server_port`.
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Point it at a non-default API with `godot4 ... -- --matchmaking-api=http://host:port`.
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@@ -81,6 +103,6 @@ support, in this same service.
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- **Auth**: `callsign` is the only player identity, matching the game
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client's current state (no accounts yet). Real identity arrives with the
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GodotSteam auth checklist item in `overview/tech.md`.
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- **Ranked MMR-window widening / bot-fill timeouts**: current matching is a
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simple threshold (enough players queued → form a match). Refine once
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there's real queue volume to tune against.
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- **Bot-fill timeouts**: current matching is a simple threshold (enough
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players queued → form a match). Refine once there's real queue volume to
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tune against.
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@@ -6,9 +6,14 @@ class Settings(BaseSettings):
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database_url: str
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casual_team_size: int = 7
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ranked_team_size: int = 5
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dev_seed_server_ip: str = "127.0.0.1"
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dev_seed_server_port: int = 7777
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# Real/demo servers are considered offline once their last heartbeat is
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# older than this. Godot's NetworkManager heartbeats every 8s (see
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# spacewar/autoload/network_manager.gd's HEARTBEAT_INTERVAL), so this
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# needs enough slack for one missed beat without flapping a live server
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# to "offline" and back.
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server_stale_seconds: int = 20
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settings = Settings()
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@@ -9,17 +9,30 @@ from app.database import Base, async_session, engine
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from app.models import GameServer, Mode, ServerStatus
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from app.queue_manager import queue_manager
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from app.routers import matchmaking, ranks, servers, stats
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from app.routers.servers import sweep_stale_servers
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async def _seed_dev_server() -> None:
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# Three fake rows so server_select.gd has a realistic-looking list before a
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# real server pool exists (see README's "Not set up yet"). Only the first
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# port matches DEV_SEED_SERVER_IP/PORT, so it's the only one of the three
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# that's actually reachable by running a real Godot server locally — the
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# other two are display-only until real servers self-register on those
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# ports. player_count here is just the DB fallback; a live server overrides
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# it via the UDP query responder the client probes directly (see
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# spacewar/autoload/network_manager.gd).
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_DEMO_PLAYER_COUNTS = [40, 20, 10]
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async def _seed_demo_servers() -> None:
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async with async_session() as db:
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for mode in (Mode.casual, Mode.ranked):
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for i, player_count in enumerate(_DEMO_PLAYER_COUNTS):
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port = settings.dev_seed_server_port + i
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existing = (
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await db.execute(
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select(GameServer).where(
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GameServer.ip == settings.dev_seed_server_ip,
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GameServer.port == settings.dev_seed_server_port,
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GameServer.mode == mode,
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GameServer.port == port,
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GameServer.mode == Mode.casual,
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)
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)
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).scalars().first()
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@@ -27,22 +40,33 @@ async def _seed_dev_server() -> None:
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db.add(
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GameServer(
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ip=settings.dev_seed_server_ip,
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port=settings.dev_seed_server_port,
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mode=mode,
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port=port,
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mode=Mode.casual,
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status=ServerStatus.available,
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player_count=player_count,
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max_players=50,
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)
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)
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await db.commit()
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async def _run_stale_sweep_loop() -> None:
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while True:
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await asyncio.sleep(5)
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async with async_session() as db:
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await sweep_stale_servers(db)
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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async with engine.begin() as conn:
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await conn.run_sync(Base.metadata.create_all)
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await _seed_dev_server()
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await _seed_demo_servers()
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matching_task = asyncio.create_task(queue_manager.run_matching_loop())
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sweep_task = asyncio.create_task(_run_stale_sweep_loop())
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yield
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matching_task.cancel()
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sweep_task.cancel()
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app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)
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@@ -11,7 +11,6 @@ from app.database import Base
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class Mode(str, enum.Enum):
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casual = "casual"
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ranked = "ranked"
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class ServerStatus(str, enum.Enum):
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@@ -43,6 +42,13 @@ class GameServer(Base):
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mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
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status: Mapped[ServerStatus] = mapped_column(SAEnum(ServerStatus), default=ServerStatus.available)
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last_heartbeat: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
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# DB-stored fallback shown immediately in the server list; a live server
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# is queried directly for its real-time count (see
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# spacewar/autoload/network_manager.gd's UDP query responder and
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# menu/server_select.gd's ping probe), which overrides this in the UI
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# once that probe answers.
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player_count: Mapped[int] = mapped_column(Integer, default=0)
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max_players: Mapped[int] = mapped_column(Integer, default=50)
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class Match(Base):
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@@ -55,14 +55,7 @@ class QueueManager:
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def _waiting(self, mode: Mode) -> list[Ticket]:
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tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
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if mode == Mode.ranked:
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# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
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# (real ranked matchmaking will want that) — nearest-neighbor by
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# mmr is a reasonable placeholder until ranked queue volume
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# exists to tune against.
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tickets.sort(key=lambda t: t.mmr)
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else:
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tickets.sort(key=lambda t: t.queued_at)
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tickets.sort(key=lambda t: t.queued_at)
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return tickets
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async def _try_form_match(self, mode: Mode, required: int, cap: int, db: AsyncSession) -> None:
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@@ -98,20 +91,12 @@ class QueueManager:
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while True:
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await asyncio.sleep(2)
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async with async_session() as db:
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# Casual has bot fill (spacewar/bots/bot_manager.gd) — bots pad
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# both teams up to GameConfig.bot_min_team_size, so a single
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# queued player is enough to form a match. Still group in
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# anyone else who queues in the same tick, up to the real
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# casual_team_size*2 target, rather than capping at 1v1.
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# Ranked has no bots, so it still needs the full
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# ranked_team_size*2 real players queued before forming.
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# Bot fill (spacewar/bots/bot_manager.gd) pads both teams up
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# to GameConfig.bot_min_team_size, so a single queued player
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# is enough to form a match. Still group in anyone else who
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# queues in the same tick, up to the real casual_team_size*2
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# target, rather than capping at 1v1.
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await self._try_form_match(Mode.casual, required=1, cap=settings.casual_team_size * 2, db=db)
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await self._try_form_match(
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Mode.ranked,
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required=settings.ranked_team_size * 2,
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cap=settings.ranked_team_size * 2,
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db=db,
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)
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queue_manager = QueueManager()
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@@ -5,7 +5,7 @@ from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.database import get_db
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from app.models import Mode, Player
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from app.models import Player
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from app.queue_manager import queue_manager
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from app.schemas import QueueJoinRequest, QueueJoinResponse, QueueStatusResponse
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@@ -25,9 +25,8 @@ async def _get_or_create_player(db: AsyncSession, callsign: str) -> Player:
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@router.post("/queue/join", response_model=QueueJoinResponse)
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async def join_queue(req: QueueJoinRequest, db: AsyncSession = Depends(get_db)) -> QueueJoinResponse:
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player = await _get_or_create_player(db, req.callsign)
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mmr = req.mmr if req.mode == Mode.ranked and req.mmr is not None else player.mmr
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ticket = await queue_manager.join(player.id, player.callsign, req.mode, mmr)
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ticket = await queue_manager.join(player.id, player.callsign, req.mode, player.mmr)
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return QueueJoinResponse(ticket_id=ticket.ticket_id, status=ticket.status)
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@@ -1,9 +1,10 @@
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from datetime import datetime
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from datetime import datetime, timedelta
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from fastapi import APIRouter, Depends
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.config import settings
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from app.database import get_db
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from app.models import GameServer, ServerStatus
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from app.schemas import ServerRegisterRequest
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@@ -11,24 +12,62 @@ from app.schemas import ServerRegisterRequest
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router = APIRouter(prefix="/servers", tags=["servers"])
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# Real game servers should call this on boot and periodically (heartbeat) once
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# NetworkManager grows that integration. Until then, a dev server is seeded
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# on API startup (see main.py) from DEV_SEED_SERVER_IP/PORT so matchmaking is
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# testable end-to-end without it.
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def _status_for(player_count: int, max_players: int) -> ServerStatus:
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return ServerStatus.full if player_count >= max_players else ServerStatus.available
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# spacewar/autoload/network_manager.gd calls this once on server boot and
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# then repeatedly as a heartbeat (every HEARTBEAT_INTERVAL, currently 8s),
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# via MatchmakingClient.register_server(). Same endpoint for both — an
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# unrecognized (ip, port, mode) creates a new row, a recognized one just
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# refreshes it. sweep_stale_servers() (below) is what flips a server back to
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# offline if those heartbeats stop, e.g. the process crashed or was killed
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# without a clean shutdown.
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@router.post("/register")
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async def register_server(req: ServerRegisterRequest, db: AsyncSession = Depends(get_db)) -> dict:
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existing = (
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await db.execute(select(GameServer).where(GameServer.ip == req.ip, GameServer.port == req.port, GameServer.mode == req.mode))
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).scalars().first()
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status = _status_for(req.player_count, req.max_players)
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if existing:
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existing.status = ServerStatus.available
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existing.status = status
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existing.player_count = req.player_count
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existing.max_players = req.max_players
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existing.last_heartbeat = datetime.utcnow()
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else:
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db.add(GameServer(ip=req.ip, port=req.port, mode=req.mode, status=ServerStatus.available))
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db.add(
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GameServer(
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ip=req.ip,
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port=req.port,
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mode=req.mode,
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status=status,
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player_count=req.player_count,
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max_players=req.max_players,
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)
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||||
)
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await db.commit()
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return {"status": "registered"}
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||||
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||||
# Run periodically from main.py's lifespan (same shape as
|
||||
# queue_manager.run_matching_loop()). Without this, a server that's killed
|
||||
# instead of cleanly shut down (crash, host reboot, `kill -9`) would stay
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||||
# listed as available/full forever — server_select.gd's own UDP ping probe
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||||
# catches that live per-row, but this keeps the DB's status column honest
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||||
# too, e.g. for any future consumer that just reads GET /servers.
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||||
async def sweep_stale_servers(db: AsyncSession) -> None:
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||||
cutoff = datetime.utcnow() - timedelta(seconds=settings.server_stale_seconds)
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||||
stale = (
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await db.execute(
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select(GameServer).where(GameServer.last_heartbeat < cutoff, GameServer.status != ServerStatus.offline)
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||||
)
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).scalars().all()
|
||||
for server in stale:
|
||||
server.status = ServerStatus.offline
|
||||
if stale:
|
||||
await db.commit()
|
||||
|
||||
|
||||
@router.get("")
|
||||
async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
|
||||
servers = (await db.execute(select(GameServer))).scalars().all()
|
||||
@@ -38,6 +77,8 @@ async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
|
||||
"port": s.port,
|
||||
"mode": s.mode,
|
||||
"status": s.status,
|
||||
"player_count": s.player_count,
|
||||
"max_players": s.max_players,
|
||||
"last_heartbeat": s.last_heartbeat,
|
||||
}
|
||||
for s in servers
|
||||
|
||||
@@ -8,7 +8,6 @@ from app.models import Mode
|
||||
class QueueJoinRequest(BaseModel):
|
||||
callsign: str
|
||||
mode: Mode
|
||||
mmr: int | None = None # ignored for casual; defaults to the player's stored mmr for ranked
|
||||
|
||||
|
||||
class QueueJoinResponse(BaseModel):
|
||||
@@ -28,6 +27,8 @@ class ServerRegisterRequest(BaseModel):
|
||||
ip: str
|
||||
port: int
|
||||
mode: Mode
|
||||
player_count: int = 0
|
||||
max_players: int = 50
|
||||
|
||||
|
||||
class PlayerStatsResponse(BaseModel):
|
||||
|
||||
Reference in New Issue
Block a user