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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