Add match structure (countdown, timer, scoreboard, banner, persistent stats) and capital-ship fleet polish
Match phases (autoload/match_manager.gd, world/game_modes/):
- New server-authoritative MatchManager loops PRE_MATCH (30s countdown,
ships held invisible/uncollidable, flagships creep into formation) ->
IN_PROGRESS (active GameMode's clock runs) -> POST_MATCH (winner
banner, result reported to matchmaking-api) -> back to a fresh
PRE_MATCH forever, matching the always-on server-pool model instead
of kicking players to the menu at match end.
- Win-condition logic lives in a new GameMode abstraction (game_mode.gd
base + team_deathmatch_mode.gd, the only mode so far) so a future
mode is a new subclass plus one factory branch, no timer/scoreboard/
banner code changes needed.
- Three new HUD pieces: match_timer.gd (countdown/clock), scoreboard.gd
(hold-Tab two-team panel), match_banner.gd (winner banner).
- New MatchStats autoload tracks per-match kills/deaths by peer_id
(including bots), hooked into kill_feed_manager's existing
report_kill() call site.
Persistent stats (matchmaking-api/):
- Player gains kills/deaths/hours_played columns; new
POST /matches/report endpoint (server-only, called once at
POST_MATCH) upserts each real player's totals by callsign via a
shared app/crud.py helper also used by the matchmaking-queue join
path. GET /stats/{callsign} returns the new fields alongside mmr/
wins/losses.
Capital-ship fleet polish (world/flagship.gd, world/world.gd,
ships/ship_movement.gd, autoload/game_config.gd):
- Flagship formations are now a clean vertical line (no per-ship
position/rotation jitter) so play_creep_in()'s rigid-group tween
reads as one disciplined fleet arriving together, rising from
directly below (not a random compass direction) over the full 30s
countdown.
- Fixed a real bug where the creep-in tween only ever played on the
server -- MatchManager._run_pre_match() called straight into World,
server-only code a remote client's own process never runs, leaving
their flagships static all match. World now triggers it off
MatchManager.phase_changed instead, which fires identically on every
peer.
- Fixed a second bug (only reachable on a fresh server boot's very
first spawn): a phase==PRE_MATCH check that's true even before the
match loop has genuinely started that phase for the first time fired
play_creep_in() with a bogus zero-duration tween, corrupting the
target the real 30s tween read moments later -- flagships would
settle 4000 units off from their intended formation slot and fire
from there instead. Guarded on get_remaining_seconds() > 0 too.
- The held ship's camera now actively tracks its own team's flagship
centroid every tick during the countdown (position_smoothing
disabled for the hold, since it fights a manually-driven target and
was the reason the fleet read as invisible) instead of sitting fixed
and wide-angle; local offset/zoom/smoothing are explicitly reset on
release so control handback doesn't inherit a stale camera transform.
- _apply_pre_match_hold()/_apply_respawn() now set _dead/
_held_for_pre_match inside the RPC itself, not just in the
server-only caller -- those flags never reached remote clients
before, so WASD wasn't actually blocked for them during the hold.
- Ships now launch from a narrow point directly beneath their own
flagship formation instead of a full-circle scatter around the spawn
marker (which could land a spawn behind/inside a hull). Bumped
flagship_defense_radius so it still comfortably reaches a player who
flies a straight line to the enemy side without correcting for that
new offset.
ISN gets a Stealth Corvette hull mixed into its flagship formation
(assets/images/ships/isn/), banner art renamed off opaque UUID
filenames to isn_banner.jpeg/orc_banner.jpeg.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
@@ -76,6 +76,36 @@ 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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## Match results & persistent stats
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`POST /matches/report` `{server_ip, server_port, mode, winner_team, players}` —
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called once by the hosting game server (never a client) when a match ends,
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see `spacewar/autoload/match_manager.gd`'s `_report_match_result()` (fired
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from its `MatchManager` phase state machine's `POST_MATCH` transition, driven
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by `overview/map1.md`'s 7-minute-match design). `players` is a list of
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`{callsign, team, kills, deaths, is_winner, seconds_played}` — one entry per
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*human* player present at match end (bots, negative peer_id in the Godot
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client, never report). For each player this upserts their `Player` row
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(`app/crud.py`'s `get_or_create_player`, same helper `/matchmaking/queue/join`
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uses) and accumulates `kills`/`deaths`/`hours_played` (`seconds_played / 3600`)
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plus `wins`/`losses` (a draw — `winner_team: null` — touches neither). If the
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reporting `(server_ip, server_port, mode)` matches a registered `GameServer`,
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a `Match`/`MatchPlayer` row is also written — independent of any `Match` row
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the matchmaking queue already created when the match was *formed*
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(`queue_manager.py`), so a queued match can end up with two `Match` rows (one
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per "formed"/"ended"); nothing currently reads these tables, so this hasn't
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been reconciled. No auth on this endpoint, same posture as `/servers/register`.
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`GET /stats/{callsign}` now also returns `kills`/`deaths`/`hours_played`
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alongside the existing `mmr`/`wins`/`losses`.
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**Schema changes have no migration path** (this project has no migrations
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tooling — see below): `Player.kills`/`deaths`/`hours_played` are new columns
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on an existing table, so `Base.metadata.create_all()` on API boot will NOT
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add them to a database that already has a `players` table from before this
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change. Run `docker compose down -v` once to pick them up on an existing local
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dev database.
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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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@@ -0,0 +1,17 @@
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models import Player
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# Shared by app/routers/matchmaking.py (queue join) and app/routers/matches.py
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# (match result reporting) -- both need "find this callsign's Player row, or
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# create one" with no account/auth system yet (see Player's own docstring).
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async def get_or_create_player(db: AsyncSession, callsign: str) -> Player:
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player = (await db.execute(select(Player).where(Player.callsign == callsign))).scalars().first()
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if player is None:
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player = Player(callsign=callsign)
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db.add(player)
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await db.commit()
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await db.refresh(player)
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return player
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@@ -8,7 +8,7 @@ from app.config import settings
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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 import matches, matchmaking, ranks, servers, stats
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from app.routers.servers import sweep_stale_servers
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@@ -72,6 +72,7 @@ async def lifespan(app: FastAPI):
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app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)
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app.include_router(matchmaking.router)
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app.include_router(matches.router)
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app.include_router(stats.router)
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app.include_router(ranks.router)
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app.include_router(servers.router)
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@@ -2,7 +2,7 @@ import enum
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import uuid
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from datetime import datetime
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from sqlalchemy import DateTime, ForeignKey, Integer, String
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from sqlalchemy import DateTime, Float, ForeignKey, Integer, String
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from sqlalchemy import Enum as SAEnum
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from sqlalchemy.orm import Mapped, mapped_column, relationship
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@@ -30,6 +30,14 @@ class Player(Base):
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mmr: Mapped[int] = mapped_column(Integer, default=1000)
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wins: Mapped[int] = mapped_column(Integer, default=0)
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losses: Mapped[int] = mapped_column(Integer, default=0)
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# Match-history stats (see spacewar/autoload/match_manager.gd's
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# _report_match_result(), POST /matches/report) -- kills/deaths accumulate
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# across every match reported for this callsign; hours_played is derived
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# from each match's full duration for every player present at match end
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# (not precise per-player join/leave timing -- a documented simplification).
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kills: Mapped[int] = mapped_column(Integer, default=0)
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deaths: Mapped[int] = mapped_column(Integer, default=0)
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hours_played: Mapped[float] = mapped_column(Float, default=0.0)
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created_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
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@@ -0,0 +1,59 @@
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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 import crud
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from app.database import get_db
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from app.models import GameServer, Match, MatchPlayer
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from app.schemas import MatchReportRequest
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router = APIRouter(prefix="/matches", tags=["matches"])
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# Called once by the hosting server's MatchManager (spacewar/autoload/
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# match_manager.gd's _report_match_result()) when a match's POST_MATCH phase
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# begins -- persists this match's final kills/deaths/win-loss into each
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# player's running Player totals (kills, deaths, wins, losses, hours_played),
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# and records a Match/MatchPlayer row if the reporting server is a known,
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# registered GameServer. No auth -- same posture as /servers/register today,
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# not a new gap introduced here (see overview/map1.md's design notes).
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#
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# Independent of any Match row the matchmaking queue may have already created
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# when this match was *formed* (see queue_manager.py's _try_form_match) --
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# this always writes a fresh Match/MatchPlayer pair representing how the
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# match actually ended. A queued match can therefore end up with two Match
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# rows (one "how it was formed", one "how it ended"); acceptable since no
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# existing code reads these tables today and there's no migrations tooling to
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# reconcile the schema around it.
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@router.post("/report")
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async def report_match(req: MatchReportRequest, db: AsyncSession = Depends(get_db)) -> dict:
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server = (
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await db.execute(
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select(GameServer).where(
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GameServer.ip == req.server_ip,
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GameServer.port == req.server_port,
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GameServer.mode == req.mode,
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)
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)
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).scalars().first()
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match_row = None
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if server is not None:
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match_row = Match(mode=req.mode, server_id=server.id)
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db.add(match_row)
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await db.flush()
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for result in req.players:
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player = await crud.get_or_create_player(db, result.callsign)
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player.kills += result.kills
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player.deaths += result.deaths
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player.hours_played += result.seconds_played / 3600.0
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if result.is_winner:
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player.wins += 1
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elif req.winner_team is not None:
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player.losses += 1
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if match_row is not None:
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db.add(MatchPlayer(match_id=match_row.id, player_id=player.id, team=result.team))
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await db.commit()
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return {"status": "recorded"}
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@@ -1,30 +1,19 @@
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import uuid
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from fastapi import APIRouter, Depends, HTTPException
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app import crud
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from app.database import get_db
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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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router = APIRouter(prefix="/matchmaking", tags=["matchmaking"])
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async def _get_or_create_player(db: AsyncSession, callsign: str) -> Player:
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player = (await db.execute(select(Player).where(Player.callsign == callsign))).scalars().first()
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if player is None:
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player = Player(callsign=callsign)
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db.add(player)
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await db.commit()
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await db.refresh(player)
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return 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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player = await crud.get_or_create_player(db, req.callsign)
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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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@@ -14,4 +14,12 @@ async def get_stats(callsign: str, db: AsyncSession = Depends(get_db)) -> Player
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player = (await db.execute(select(Player).where(Player.callsign == callsign))).scalars().first()
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if player is None:
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raise HTTPException(status_code=404, detail="Player not found")
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return PlayerStatsResponse(callsign=player.callsign, mmr=player.mmr, wins=player.wins, losses=player.losses)
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return PlayerStatsResponse(
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callsign=player.callsign,
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mmr=player.mmr,
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wins=player.wins,
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losses=player.losses,
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kills=player.kills,
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deaths=player.deaths,
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hours_played=player.hours_played,
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)
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@@ -36,3 +36,28 @@ class PlayerStatsResponse(BaseModel):
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mmr: int
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wins: int
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losses: int
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kills: int
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deaths: int
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hours_played: float
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# Reported by the hosting game server (never a client directly -- see
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# spacewar/autoload/network_manager.gd's register_server()/heartbeat being
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# server-only-triggered the same way) once a match's MatchManager POST_MATCH
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# phase begins. team here is a race_id (races double as teams, see
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# menu/team_select.gd's RACES), not a 0/1 index.
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class MatchPlayerResult(BaseModel):
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callsign: str
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team: int
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kills: int
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deaths: int
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is_winner: bool
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seconds_played: float
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class MatchReportRequest(BaseModel):
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server_ip: str
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server_port: int
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mode: Mode = Mode.casual
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winner_team: int | None = None # None = draw
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players: list[MatchPlayerResult]
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