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:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user