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:
@@ -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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# Run periodically from main.py's lifespan (same shape as
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# queue_manager.run_matching_loop()). Without this, a server that's killed
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# 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()
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for server in stale:
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server.status = ServerStatus.offline
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if stale:
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await db.commit()
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@router.get("")
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async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
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servers = (await db.execute(select(GameServer))).scalars().all()
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@@ -38,6 +77,8 @@ async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
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"port": s.port,
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"mode": s.mode,
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"status": s.status,
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"player_count": s.player_count,
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"max_players": s.max_players,
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"last_heartbeat": s.last_heartbeat,
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}
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for s in servers
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@@ -8,7 +8,6 @@ from app.models import Mode
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class QueueJoinRequest(BaseModel):
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callsign: str
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mode: Mode
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mmr: int | None = None # ignored for casual; defaults to the player's stored mmr for ranked
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class QueueJoinResponse(BaseModel):
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@@ -28,6 +27,8 @@ class ServerRegisterRequest(BaseModel):
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ip: str
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port: int
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mode: Mode
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player_count: int = 0
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max_players: int = 50
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class PlayerStatsResponse(BaseModel):
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