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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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 Player
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router = APIRouter(prefix="/ranks", tags=["ranks"])
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# Mirrors RANK_DATA in spacewar/menu/main_menu.gd — keep the tier names (and
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# ideally thresholds) in sync if either side changes.
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_TIERS: list[tuple[int, str]] = [
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(0, "CADET"),
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(1000, "PILOT"),
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(1400, "ACE"),
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(1800, "COMMANDER"),
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(2200, "ADMIRAL"),
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(2600, "LEGEND"),
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]
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def _tier_for(mmr: int) -> str:
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tier = _TIERS[0][1]
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for threshold, name in _TIERS:
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if mmr >= threshold:
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tier = name
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return tier
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@router.get("/{callsign}")
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async def get_rank(callsign: str, db: AsyncSession = Depends(get_db)) -> dict:
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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 {"callsign": player.callsign, "mmr": player.mmr, "rank": _tier_for(player.mmr)}
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