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
+29 -18
View File
@@ -55,19 +55,30 @@ func send_input(dir: Vector2, firing: bool) -> void:
### Matchmaking Backend
| Component | Tech |
|-----------|------|
| API Server | Go or Node.js |
| Queue / State | Redis |
| Database (accounts, ranks) | PostgreSQL |
| Hosting | VPS (Hetzner / DigitalOcean) or self-hosted |
Built — see `matchmaking-api/README.md` for how to run it. Actual stack
diverged from the original plan below:
**Flow:**
1. Client sends "find match" with MMR + mode
2. Backend queues player, finds lobby within MMR range
3. Lobby full → backend assigns a game server
4. Backend sends client the server IP + session token
5. Client connects directly to game server
| Component | Planned | Actual |
|-----------|---------|--------|
| API Server | Go or Node.js | **FastAPI (Python)** — I/O-bound queue/CRUD logic, not a latency-critical hot path, so dev velocity won over raw throughput |
| Queue / State | Redis | **In-memory in the API process** — no Redis; revisit only if the API needs to run as more than one instance |
| Database (accounts, ranks) | PostgreSQL | PostgreSQL, as planned |
| Hosting | VPS (Hetzner / DigitalOcean) or self-hosted | Not deployed — local Docker Compose only so far |
**Flow (as built):**
1. Client sends `POST /matchmaking/queue/join` with callsign + mode
2. Backend queues the ticket; a background loop forms a match once enough
players are queued for that mode
3. Match forms → backend assigns the first available registered `GameServer`
for that mode
4. Client polls `GET /matchmaking/queue/status/{ticket}` until `matched`,
then connects directly to the returned server IP/port
Not yet built: session tokens (server IP/port are handed back unauthenticated
— fine for local dev, not for a real deployment), and a real server pool —
only one dev server is registered right now (auto-seeded on API startup);
`POST /servers/register` exists for real servers to self-register/heartbeat
but nothing calls it yet.
### Steam Integration
@@ -79,11 +90,11 @@ func send_input(dir: Vector2, firing: bool) -> void:
## Networking Checklist
- [ ] Godot ENet server/client setup
- [ ] Player input RPC structure
- [ ] Position sync with interpolation
- [ ] Ship class registration per peer
- [ ] Server-authoritative health/death
- [ ] Matchmaking API (queue + lobby assignment)
- [x] Godot ENet server/client setup
- [x] Player input RPC structure
- [x] Position sync with interpolation
- [x] Ship class registration per peer
- [x] Server-authoritative health/death
- [x] Matchmaking API (queue + lobby assignment) — client wired end-to-end; real server pool and ranked MMR-window widening still open, see Current Tasks in `CLAUDE.md`
- [ ] GodotSteam auth + VAC
- [ ] Lag compensation (basic rewind)