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>
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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.database import get_db
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from app.models import Mode, 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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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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return QueueJoinResponse(ticket_id=ticket.ticket_id, status=ticket.status)
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@router.post("/queue/leave")
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async def leave_queue(ticket_id: uuid.UUID) -> dict:
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ok = await queue_manager.leave(ticket_id)
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if not ok:
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raise HTTPException(status_code=404, detail="Ticket not found or already resolved")
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return {"status": "cancelled"}
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@router.get("/queue/status/{ticket_id}", response_model=QueueStatusResponse)
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async def queue_status(ticket_id: uuid.UUID) -> QueueStatusResponse:
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ticket = queue_manager.get(ticket_id)
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if ticket is None:
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raise HTTPException(status_code=404, detail="Ticket not found")
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return QueueStatusResponse(
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ticket_id=ticket.ticket_id,
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status=ticket.status,
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server_ip=ticket.server_ip,
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server_port=ticket.server_port,
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team=ticket.team,
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)
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