# Spacewar Matchmaking API FastAPI service for matchmaking, stats, and ranks (chat planned — see below). One process, one Postgres database, no Redis: matchmaking tickets live in-memory in the API process, which is enough at this scale — add Redis later only if the API needs to run as more than one instance. ## Run it ``` cp .env.example .env # already done for local dev; edit if needed docker compose up -d ``` API is at `http://localhost:8100`, interactive docs at `/docs`. Postgres is exposed on host port `5433` (mapped from its usual `5432`, to avoid clashing with any other local Postgres) for local inspection. ``` docker compose down # stop docker compose down -v # stop + wipe the postgres volume ``` Code in `app/` is bind-mounted with `--reload`, so edits take effect without rebuilding the image. Rebuild (`docker compose up -d --build`) only when `requirements.txt` changes. ## How matchmaking works right now - `POST /matchmaking/queue/join` `{callsign, mode}` — creates the player row if it doesn't exist yet, returns a `ticket_id`. - `GET /matchmaking/queue/status/{ticket_id}` — poll this; once matched it returns the assigned server's `server_ip`/`server_port`/`team`. - `POST /matchmaking/queue/leave?ticket_id=...` — cancel a queued ticket. A background loop (`app/queue_manager.py`) runs every 2s and forms a match once enough players are queued for casual, then splits them into two teams and assigns the first available `GameServer`. Casual has bot fill (`spacewar/bots/bot_manager.gd` pads both teams up to `GameConfig.bot_min_team_size` in-game), so 1 queued player is enough to form a match — `CASUAL_TEAM_SIZE` just caps how many real players can group into one match, it no longer gates formation. Ranked mode has been removed entirely (was never implemented past matchmaking-queue scaffolding) — the `Mode` enum only has `casual` now. Real servers self-register: `spacewar/autoload/network_manager.gd`'s `host_server()` calls `POST /servers/register` once on boot and then every `HEARTBEAT_INTERVAL` (8s) as a heartbeat, reporting live player count. The endpoint upserts on `(ip, port, mode)` — an unrecognized combo creates a row, a recognized one just refreshes it — and now also computes `status` from `player_count` vs `max_players` (`full` once at capacity) instead of always writing `available`. A background loop (`sweep_stale_servers` in `app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks a server `offline` once its `last_heartbeat` is older than `server_stale_seconds` (20s default) — catches a server that crashed or was `kill -9`'d instead of shutting down cleanly, so it doesn't sit in the list looking joinable forever. Three demo `GameServer` rows are still auto-seeded on API startup (`_seed_demo_servers` in `main.py`) at `127.0.0.1:7777/7778/7779` with `player_count` 40/20/10 out of `max_players` 50, so `menu/server_select.gd` has something to list even with no real server running — and since registration is a plain upsert, running a real Godot server on one of those same `(ip, port)` pairs (`godot4 --headless --path spacewar -- --server`) just takes that row over with live data, no special-casing needed. A demo row with nothing real backing it goes stale and flips to `offline` within `server_stale_seconds` of API startup, same as any other server. `--server-ip=` (new `network_manager.gd` cmdline arg) controls what IP a hosted server advertises — defaults to loopback for local dev. That IP is handed straight to game clients to connect to, so it must be reachable from wherever the *client* runs, not the API container — `host.docker.internal` would resolve inside the api container but not on the client's machine, which is why this isn't a docker-internal address (same constraint `DEV_SEED_SERVER_IP` has). `player_count`/`max_players` from `GET /servers` are just this DB-stored value; `menu/server_select.gd` also queries each server directly over UDP (`network_manager.gd`'s ping responder) for a live, pre-connect number and RTT, overriding the DB value in the UI once that probe answers. ## Client integration The Godot client is wired up (`spacewar/autoload/matchmaking_client.gd`): QUICK PLAY on the main menu calls `POST /matchmaking/queue/join`, polls `GET /matchmaking/queue/status/{ticket_id}` every 1.5s, and once `matched` connects `NetworkManager` directly to the returned `server_ip`/`server_port`. Point it at a non-default API with `godot4 ... -- --matchmaking-api=http://host:port`. ## Adding a new domain (stats/ranks did this; chat will too) 1. Add/extend a model in `app/models.py` if it needs its own table. 2. Add request/response shapes to `app/schemas.py`. 3. Add a router file under `app/routers/`, `include_router()` it in `app/main.py`. Chat isn't scaffolded yet (no data model or requirements decided), but it fits the same shape — likely a WebSocket router using FastAPI's native support, in this same service. ## Not set up yet, on purpose - **Migrations**: tables are created via `Base.metadata.create_all()` on startup. Fine while the schema is still moving; switch to Alembic before this holds real data. - **Auth**: `callsign` is the only player identity, matching the game client's current state (no accounts yet). Real identity arrives with the GodotSteam auth checklist item in `overview/tech.md`. - **Bot-fill timeouts**: current matching is a simple threshold (enough players queued → form a match). Refine once there's real queue volume to tune against.