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>
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@@ -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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