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:
2026-07-15 17:56:33 -04:00
parent c0b5f421c5
commit 7b44b2f2dc
112 changed files with 3349 additions and 872 deletions
+4 -5
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@@ -1,11 +1,10 @@
DATABASE_URL=postgresql+asyncpg://matchmaking:matchmaking@postgres:5432/matchmaking
# Real-value targets per overview/bots.md (casual min 7v7) and overview/racesclasses.md (ranked 5v5).
# CASUAL_TEAM_SIZE no longer gates when a casual match forms (bot fill means
# 1 real player is enough — see queue_manager.py); it only caps how many real
# players group into one casual match.
# Real-value target per overview/bots.md (casual min 7v7). CASUAL_TEAM_SIZE
# no longer gates when a casual match forms (bot fill means 1 real player is
# enough — see queue_manager.py); it only caps how many real players group
# into one casual match.
CASUAL_TEAM_SIZE=7
RANKED_TEAM_SIZE=5
# Registered on API startup so local matchmaking has somewhere to assign
# players to before real game servers self-register via POST /servers/register.
+42 -20
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@@ -27,37 +27,59 @@ rebuilding the image. Rebuild (`docker compose up -d --build`) only when
## How matchmaking works right now
- `POST /matchmaking/queue/join` `{callsign, mode, mmr?}` — creates the
- `POST /matchmaking/queue/join` `{callsign, mode}` — creates the
player row if it doesn't exist yet, returns a `ticket_id`.
- `GET /matchmaking/queue/status/{ticket_id}` — poll this; once matched it
returns the assigned server's `server_ip`/`server_port`/`team`.
- `POST /matchmaking/queue/leave?ticket_id=...` — cancel a queued ticket.
A background loop (`app/queue_manager.py`) runs every 2s and forms a match
once enough players are queued for a mode, then splits them into two teams
and assigns the first available `GameServer` for that mode. Casual and
ranked differ here: casual has bot fill (`spacewar/bots/bot_manager.gd`
pads both teams up to `GameConfig.bot_min_team_size` in-game), so 1 queued
player is enough to form a casual match — `CASUAL_TEAM_SIZE` just caps how
many real players can group into one match, it no longer gates formation.
Ranked has no bots, so it still waits for the full `RANKED_TEAM_SIZE × 2`
real players before forming.
once enough players are queued for casual, then splits them into two teams
and assigns the first available `GameServer`. Casual has bot fill
(`spacewar/bots/bot_manager.gd` pads both teams up to
`GameConfig.bot_min_team_size` in-game), so 1 queued player is enough to
form a match — `CASUAL_TEAM_SIZE` just caps how many real players can group
into one match, it no longer gates formation. Ranked mode has been removed
entirely (was never implemented past matchmaking-queue scaffolding) — the
`Mode` enum only has `casual` now.
There's no real game-server pool yet — one dev server is auto-seeded on API
startup from `DEV_SEED_SERVER_IP`/`DEV_SEED_SERVER_PORT` (defaults to
`127.0.0.1:7777`, i.e. a Godot server run on the host via
`godot4 --headless --path spacewar -- --server`). That IP is handed straight
Real servers self-register: `spacewar/autoload/network_manager.gd`'s
`host_server()` calls `POST /servers/register` once on boot and then every
`HEARTBEAT_INTERVAL` (8s) as a heartbeat, reporting live player count. The
endpoint upserts on `(ip, port, mode)` — an unrecognized combo creates a
row, a recognized one just refreshes it — and now also computes `status`
from `player_count` vs `max_players` (`full` once at capacity) instead of
always writing `available`. A background loop (`sweep_stale_servers` in
`app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks a
server `offline` once its `last_heartbeat` is older than
`server_stale_seconds` (20s default) — catches a server that crashed or was
`kill -9`'d instead of shutting down cleanly, so it doesn't sit in the list
looking joinable forever.
Three demo `GameServer` rows are still auto-seeded on API startup
(`_seed_demo_servers` in `main.py`) at `127.0.0.1:7777/7778/7779` with
`player_count` 40/20/10 out of `max_players` 50, so `menu/server_select.gd`
has something to list even with no real server running — and since
registration is a plain upsert, running a real Godot server on one of those
same `(ip, port)` pairs (`godot4 --headless --path spacewar -- --server`)
just takes that row over with live data, no special-casing needed. A demo
row with nothing real backing it goes stale and flips to `offline` within
`server_stale_seconds` of API startup, same as any other server. `--server-ip=`
(new `network_manager.gd` cmdline arg) controls what IP a hosted server
advertises — defaults to loopback for local dev. That IP is handed straight
to game clients to connect to, so it must be reachable from wherever the
*client* runs, not the API container — `host.docker.internal` would resolve
inside the api container but not on the client's machine, which is why this
isn't a docker-internal address. Real servers should eventually call
`POST /servers/register` on boot and periodically as a heartbeat — that
endpoint exists but nothing calls it yet.
isn't a docker-internal address (same constraint `DEV_SEED_SERVER_IP` has).
`player_count`/`max_players` from `GET /servers` are just this DB-stored
value; `menu/server_select.gd` also queries each server directly over UDP
(`network_manager.gd`'s ping responder) for a live, pre-connect number and
RTT, overriding the DB value in the UI once that probe answers.
## Client integration
The Godot client is wired up (`spacewar/autoload/matchmaking_client.gd`):
CASUAL/RANKED on the main menu calls `POST /matchmaking/queue/join`, polls
QUICK PLAY on the main menu calls `POST /matchmaking/queue/join`, polls
`GET /matchmaking/queue/status/{ticket_id}` every 1.5s, and once `matched`
connects `NetworkManager` directly to the returned `server_ip`/`server_port`.
Point it at a non-default API with `godot4 ... -- --matchmaking-api=http://host:port`.
@@ -81,6 +103,6 @@ support, in this same service.
- **Auth**: `callsign` is the only player identity, matching the game
client's current state (no accounts yet). Real identity arrives with the
GodotSteam auth checklist item in `overview/tech.md`.
- **Ranked MMR-window widening / bot-fill timeouts**: current matching is a
simple threshold (enough players queued → form a match). Refine once
there's real queue volume to tune against.
- **Bot-fill timeouts**: current matching is a simple threshold (enough
players queued → form a match). Refine once there's real queue volume to
tune against.
+6 -1
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@@ -6,9 +6,14 @@ class Settings(BaseSettings):
database_url: str
casual_team_size: int = 7
ranked_team_size: int = 5
dev_seed_server_ip: str = "127.0.0.1"
dev_seed_server_port: int = 7777
# Real/demo servers are considered offline once their last heartbeat is
# older than this. Godot's NetworkManager heartbeats every 8s (see
# spacewar/autoload/network_manager.gd's HEARTBEAT_INTERVAL), so this
# needs enough slack for one missed beat without flapping a live server
# to "offline" and back.
server_stale_seconds: int = 20
settings = Settings()
+31 -7
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@@ -9,17 +9,30 @@ from app.database import Base, async_session, engine
from app.models import GameServer, Mode, ServerStatus
from app.queue_manager import queue_manager
from app.routers import matchmaking, ranks, servers, stats
from app.routers.servers import sweep_stale_servers
async def _seed_dev_server() -> None:
# Three fake rows so server_select.gd has a realistic-looking list before a
# real server pool exists (see README's "Not set up yet"). Only the first
# port matches DEV_SEED_SERVER_IP/PORT, so it's the only one of the three
# that's actually reachable by running a real Godot server locally — the
# other two are display-only until real servers self-register on those
# ports. player_count here is just the DB fallback; a live server overrides
# it via the UDP query responder the client probes directly (see
# spacewar/autoload/network_manager.gd).
_DEMO_PLAYER_COUNTS = [40, 20, 10]
async def _seed_demo_servers() -> None:
async with async_session() as db:
for mode in (Mode.casual, Mode.ranked):
for i, player_count in enumerate(_DEMO_PLAYER_COUNTS):
port = settings.dev_seed_server_port + i
existing = (
await db.execute(
select(GameServer).where(
GameServer.ip == settings.dev_seed_server_ip,
GameServer.port == settings.dev_seed_server_port,
GameServer.mode == mode,
GameServer.port == port,
GameServer.mode == Mode.casual,
)
)
).scalars().first()
@@ -27,22 +40,33 @@ async def _seed_dev_server() -> None:
db.add(
GameServer(
ip=settings.dev_seed_server_ip,
port=settings.dev_seed_server_port,
mode=mode,
port=port,
mode=Mode.casual,
status=ServerStatus.available,
player_count=player_count,
max_players=50,
)
)
await db.commit()
async def _run_stale_sweep_loop() -> None:
while True:
await asyncio.sleep(5)
async with async_session() as db:
await sweep_stale_servers(db)
@asynccontextmanager
async def lifespan(app: FastAPI):
async with engine.begin() as conn:
await conn.run_sync(Base.metadata.create_all)
await _seed_dev_server()
await _seed_demo_servers()
matching_task = asyncio.create_task(queue_manager.run_matching_loop())
sweep_task = asyncio.create_task(_run_stale_sweep_loop())
yield
matching_task.cancel()
sweep_task.cancel()
app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)
+7 -1
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@@ -11,7 +11,6 @@ from app.database import Base
class Mode(str, enum.Enum):
casual = "casual"
ranked = "ranked"
class ServerStatus(str, enum.Enum):
@@ -43,6 +42,13 @@ class GameServer(Base):
mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
status: Mapped[ServerStatus] = mapped_column(SAEnum(ServerStatus), default=ServerStatus.available)
last_heartbeat: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
# DB-stored fallback shown immediately in the server list; a live server
# is queried directly for its real-time count (see
# spacewar/autoload/network_manager.gd's UDP query responder and
# menu/server_select.gd's ping probe), which overrides this in the UI
# once that probe answers.
player_count: Mapped[int] = mapped_column(Integer, default=0)
max_players: Mapped[int] = mapped_column(Integer, default=50)
class Match(Base):
+6 -21
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@@ -55,14 +55,7 @@ class QueueManager:
def _waiting(self, mode: Mode) -> list[Ticket]:
tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
if mode == Mode.ranked:
# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
# (real ranked matchmaking will want that) — nearest-neighbor by
# mmr is a reasonable placeholder until ranked queue volume
# exists to tune against.
tickets.sort(key=lambda t: t.mmr)
else:
tickets.sort(key=lambda t: t.queued_at)
tickets.sort(key=lambda t: t.queued_at)
return tickets
async def _try_form_match(self, mode: Mode, required: int, cap: int, db: AsyncSession) -> None:
@@ -98,20 +91,12 @@ class QueueManager:
while True:
await asyncio.sleep(2)
async with async_session() as db:
# Casual has bot fill (spacewar/bots/bot_manager.gd) — bots pad
# both teams up to GameConfig.bot_min_team_size, so a single
# queued player is enough to form a match. Still group in
# anyone else who queues in the same tick, up to the real
# casual_team_size*2 target, rather than capping at 1v1.
# Ranked has no bots, so it still needs the full
# ranked_team_size*2 real players queued before forming.
# Bot fill (spacewar/bots/bot_manager.gd) pads both teams up
# to GameConfig.bot_min_team_size, so a single queued player
# is enough to form a match. Still group in anyone else who
# queues in the same tick, up to the real casual_team_size*2
# target, rather than capping at 1v1.
await self._try_form_match(Mode.casual, required=1, cap=settings.casual_team_size * 2, db=db)
await self._try_form_match(
Mode.ranked,
required=settings.ranked_team_size * 2,
cap=settings.ranked_team_size * 2,
db=db,
)
queue_manager = QueueManager()
+2 -3
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@@ -5,7 +5,7 @@ from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.database import get_db
from app.models import Mode, Player
from app.models import Player
from app.queue_manager import queue_manager
from app.schemas import QueueJoinRequest, QueueJoinResponse, QueueStatusResponse
@@ -25,9 +25,8 @@ async def _get_or_create_player(db: AsyncSession, callsign: str) -> Player:
@router.post("/queue/join", response_model=QueueJoinResponse)
async def join_queue(req: QueueJoinRequest, db: AsyncSession = Depends(get_db)) -> QueueJoinResponse:
player = await _get_or_create_player(db, req.callsign)
mmr = req.mmr if req.mode == Mode.ranked and req.mmr is not None else player.mmr
ticket = await queue_manager.join(player.id, player.callsign, req.mode, mmr)
ticket = await queue_manager.join(player.id, player.callsign, req.mode, player.mmr)
return QueueJoinResponse(ticket_id=ticket.ticket_id, status=ticket.status)
+48 -7
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@@ -1,9 +1,10 @@
from datetime import datetime
from datetime import datetime, timedelta
from fastapi import APIRouter, Depends
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import get_db
from app.models import GameServer, ServerStatus
from app.schemas import ServerRegisterRequest
@@ -11,24 +12,62 @@ from app.schemas import ServerRegisterRequest
router = APIRouter(prefix="/servers", tags=["servers"])
# Real game servers should call this on boot and periodically (heartbeat) once
# NetworkManager grows that integration. Until then, a dev server is seeded
# on API startup (see main.py) from DEV_SEED_SERVER_IP/PORT so matchmaking is
# testable end-to-end without it.
def _status_for(player_count: int, max_players: int) -> ServerStatus:
return ServerStatus.full if player_count >= max_players else ServerStatus.available
# spacewar/autoload/network_manager.gd calls this once on server boot and
# then repeatedly as a heartbeat (every HEARTBEAT_INTERVAL, currently 8s),
# via MatchmakingClient.register_server(). Same endpoint for both — an
# unrecognized (ip, port, mode) creates a new row, a recognized one just
# refreshes it. sweep_stale_servers() (below) is what flips a server back to
# offline if those heartbeats stop, e.g. the process crashed or was killed
# without a clean shutdown.
@router.post("/register")
async def register_server(req: ServerRegisterRequest, db: AsyncSession = Depends(get_db)) -> dict:
existing = (
await db.execute(select(GameServer).where(GameServer.ip == req.ip, GameServer.port == req.port, GameServer.mode == req.mode))
).scalars().first()
status = _status_for(req.player_count, req.max_players)
if existing:
existing.status = ServerStatus.available
existing.status = status
existing.player_count = req.player_count
existing.max_players = req.max_players
existing.last_heartbeat = datetime.utcnow()
else:
db.add(GameServer(ip=req.ip, port=req.port, mode=req.mode, status=ServerStatus.available))
db.add(
GameServer(
ip=req.ip,
port=req.port,
mode=req.mode,
status=status,
player_count=req.player_count,
max_players=req.max_players,
)
)
await db.commit()
return {"status": "registered"}
# 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
# listed as available/full forever — server_select.gd's own UDP ping probe
# catches that live per-row, but this keeps the DB's status column honest
# too, e.g. for any future consumer that just reads GET /servers.
async def sweep_stale_servers(db: AsyncSession) -> None:
cutoff = datetime.utcnow() - timedelta(seconds=settings.server_stale_seconds)
stale = (
await db.execute(
select(GameServer).where(GameServer.last_heartbeat < cutoff, GameServer.status != ServerStatus.offline)
)
).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
+2 -1
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@@ -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):