# Tech Stack ## Engine & Language - **Engine:** Godot 4.7 (Forward Plus renderer) - **Language:** GDScript - **Project path:** `/mnt/code/spacewar/spacewar/` (inner folder is the Godot project root) - **Platform target:** Linux (Steam Deck native, 1280×800), Windows PC - **Art style:** Pixel art (placeholder sprites in use currently) See `structure.md` for the full file tree and scene graph. --- ## Multiplayer Architecture (Planned) ``` [Client] ──── [Matchmaking Server] ──── [Dedicated Game Server] │ [Backend API] (queue, ranks, accounts) ``` ### Authoritative Server Model - Dedicated game servers run the authoritative simulation (not player-hosted) - Clients send **inputs** (movement, fire, ability) — server validates and broadcasts results - No client-side cheating possible on critical state (position, HP, kills) - Player position simulated server-side; clients predict locally and reconcile ### Godot Networking Layer ```gdscript # Server: move a player @rpc("authority", "call_local", "reliable") func set_position(new_pos: Vector2) -> void: position = new_pos # Client: send input to server @rpc("any_peer", "call_remote", "unreliable") func send_input(dir: Vector2, firing: bool) -> void: pass ``` - **Transport:** ENet (UDP, built into Godot) for low-latency game data - **Reliable channel:** critical state (HP, death, respawn) - **Unreliable channel:** high-frequency position/velocity updates ### Client-Side Prediction & Lag Compensation 1. Client predicts own movement locally (feels instant) 2. Server confirms or corrects (reconciliation) 3. Other players interpolated between last two known positions 4. Lag compensation: server rewinds state slightly to validate hitscan shots ### Matchmaking Backend Built — see `matchmaking-api/README.md` for how to run it. Actual stack diverged from the original plan below: | 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 - **GodotSteam** plugin (open source, wraps Steamworks SDK) - Handles: Steam auth, VAC anti-cheat, Steam lobbies, achievements - No separate account system needed at launch --- ## Networking Checklist - [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 for casual; ranked mode implementation removed until it's real (see `CLAUDE.md`); real server pool still open, see Current Tasks in `CLAUDE.md` - [ ] GodotSteam auth + VAC - [ ] Lag compensation (basic rewind)