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
+42 -20
View File
@@ -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.