Add ENet multiplayer (movement/combat sync) and matchmaking API

Networked play, end to end: connect, get matched, spawn, fight, respawn.

Godot side:
- Replace the single hardcoded Player with per-peer networked ships
  (MultiplayerSpawner + custom spawn_function), driven by client-side
  prediction with server reconciliation for movement.
- Server-authoritative combat: bullets, health, death/respawn all decided
  by the server and broadcast to every peer over RPC.
- Fix a Camera2D bug where Godot auto-promotes the first camera to ever
  enter the scene tree as the active one regardless of its own `current`
  value — with MultiplayerSpawner catch-up replication that was almost
  never the local player's own ship. `make_current()` on the owner's
  camera fixes it; property assignment doesn't reliably override the
  auto-claim.
- Fix two "late joiner never learns already-established state" gaps
  (health, visibility) by folding both into the existing per-tick
  position broadcast instead of relying on one-shot RPCs that only reach
  peers already connected when they fire.
- Make the 2 offered factions in team select match for every player in
  a match: the server decides once and clients either read it directly
  (server's own instance) or request it over RPC, rather than each
  client rolling its own random pair.
- New MatchmakingClient autoload wires the main menu's CASUAL/RANKED
  buttons to the matchmaking API instead of connecting directly.

New matchmaking-api/ (FastAPI + Postgres, Docker Compose):
- Queue/match/stats/ranks endpoints. In-memory matchmaking queue in a
  single API process — no Redis until there's an actual reason to shard
  the queue across instances.
- Background loop forms a match once enough players are queued for a
  mode, assigns the first available registered game server.
- No real server pool yet: one dev server is auto-seeded from
  DEV_SEED_SERVER_IP/PORT; POST /servers/register exists for real
  servers to self-register later but nothing calls it yet.

Docs: CLAUDE.md and overview/tech.md updated to match — networking
checklist mostly checked off, matchmaking backend section rewritten to
describe what was actually built vs. the original Go/Redis plan, and
Current Tasks reordered around what's actually left (bot fill, real
server pool, ranked/MMR refinement, lag compensation).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-12 22:37:59 -04:00
parent b55453d948
commit edcda92812
36 changed files with 1384 additions and 98 deletions
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import asyncio
import uuid
from dataclasses import dataclass, field
from datetime import datetime
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import async_session
from app.models import GameServer, Match, MatchPlayer, Mode, ServerStatus
@dataclass
class Ticket:
ticket_id: uuid.UUID
player_id: uuid.UUID
callsign: str
mode: Mode
mmr: int
queued_at: datetime = field(default_factory=datetime.utcnow)
status: str = "queued" # queued | matched | cancelled
server_ip: str | None = None
server_port: int | None = None
team: int | None = None
class QueueManager:
"""In-memory matchmaking queue. No Redis: a single API process holds all
ticket state, which is fine at this scale and simpler to run — see
memory/spacewar_networking_plan for why Redis was deferred rather than
included from the start.
"""
def __init__(self) -> None:
self._tickets: dict[uuid.UUID, Ticket] = {}
self._lock = asyncio.Lock()
async def join(self, player_id: uuid.UUID, callsign: str, mode: Mode, mmr: int) -> Ticket:
ticket = Ticket(ticket_id=uuid.uuid4(), player_id=player_id, callsign=callsign, mode=mode, mmr=mmr)
async with self._lock:
self._tickets[ticket.ticket_id] = ticket
return ticket
async def leave(self, ticket_id: uuid.UUID) -> bool:
async with self._lock:
ticket = self._tickets.get(ticket_id)
if ticket is None or ticket.status != "queued":
return False
ticket.status = "cancelled"
return True
def get(self, ticket_id: uuid.UUID) -> Ticket | None:
return self._tickets.get(ticket_id)
def _waiting(self, mode: Mode) -> list[Ticket]:
tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
if mode == Mode.ranked:
# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
# (real ranked matchmaking will want that) — nearest-neighbor by
# mmr is a reasonable placeholder until ranked queue volume
# exists to tune against.
tickets.sort(key=lambda t: t.mmr)
else:
tickets.sort(key=lambda t: t.queued_at)
return tickets
async def _try_form_match(self, mode: Mode, team_size: int, db: AsyncSession) -> None:
required = team_size * 2
async with self._lock:
waiting = self._waiting(mode)
if len(waiting) < required:
return
group = waiting[:required]
server = (
await db.execute(
select(GameServer).where(GameServer.mode == mode, GameServer.status == ServerStatus.available)
)
).scalars().first()
if server is None:
return # no server free this cycle; leave everyone queued and retry next tick
match = Match(mode=mode, server_id=server.id)
db.add(match)
await db.flush()
for i, ticket in enumerate(group):
team = i % 2
db.add(MatchPlayer(match_id=match.id, player_id=ticket.player_id, team=team))
ticket.status = "matched"
ticket.server_ip = server.ip
ticket.server_port = server.port
ticket.team = team
await db.commit()
async def run_matching_loop(self) -> None:
while True:
await asyncio.sleep(2)
async with async_session() as db:
await self._try_form_match(Mode.casual, settings.casual_team_size, db)
await self._try_form_match(Mode.ranked, settings.ranked_team_size, db)
queue_manager = QueueManager()