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Match phases (autoload/match_manager.gd, world/game_modes/):
- New server-authoritative MatchManager loops PRE_MATCH (30s countdown,
ships held invisible/uncollidable, flagships creep into formation) ->
IN_PROGRESS (active GameMode's clock runs) -> POST_MATCH (winner
banner, result reported to matchmaking-api) -> back to a fresh
PRE_MATCH forever, matching the always-on server-pool model instead
of kicking players to the menu at match end.
- Win-condition logic lives in a new GameMode abstraction (game_mode.gd
base + team_deathmatch_mode.gd, the only mode so far) so a future
mode is a new subclass plus one factory branch, no timer/scoreboard/
banner code changes needed.
- Three new HUD pieces: match_timer.gd (countdown/clock), scoreboard.gd
(hold-Tab two-team panel), match_banner.gd (winner banner).
- New MatchStats autoload tracks per-match kills/deaths by peer_id
(including bots), hooked into kill_feed_manager's existing
report_kill() call site.
Persistent stats (matchmaking-api/):
- Player gains kills/deaths/hours_played columns; new
POST /matches/report endpoint (server-only, called once at
POST_MATCH) upserts each real player's totals by callsign via a
shared app/crud.py helper also used by the matchmaking-queue join
path. GET /stats/{callsign} returns the new fields alongside mmr/
wins/losses.
Capital-ship fleet polish (world/flagship.gd, world/world.gd,
ships/ship_movement.gd, autoload/game_config.gd):
- Flagship formations are now a clean vertical line (no per-ship
position/rotation jitter) so play_creep_in()'s rigid-group tween
reads as one disciplined fleet arriving together, rising from
directly below (not a random compass direction) over the full 30s
countdown.
- Fixed a real bug where the creep-in tween only ever played on the
server -- MatchManager._run_pre_match() called straight into World,
server-only code a remote client's own process never runs, leaving
their flagships static all match. World now triggers it off
MatchManager.phase_changed instead, which fires identically on every
peer.
- Fixed a second bug (only reachable on a fresh server boot's very
first spawn): a phase==PRE_MATCH check that's true even before the
match loop has genuinely started that phase for the first time fired
play_creep_in() with a bogus zero-duration tween, corrupting the
target the real 30s tween read moments later -- flagships would
settle 4000 units off from their intended formation slot and fire
from there instead. Guarded on get_remaining_seconds() > 0 too.
- The held ship's camera now actively tracks its own team's flagship
centroid every tick during the countdown (position_smoothing
disabled for the hold, since it fights a manually-driven target and
was the reason the fleet read as invisible) instead of sitting fixed
and wide-angle; local offset/zoom/smoothing are explicitly reset on
release so control handback doesn't inherit a stale camera transform.
- _apply_pre_match_hold()/_apply_respawn() now set _dead/
_held_for_pre_match inside the RPC itself, not just in the
server-only caller -- those flags never reached remote clients
before, so WASD wasn't actually blocked for them during the hold.
- Ships now launch from a narrow point directly beneath their own
flagship formation instead of a full-circle scatter around the spawn
marker (which could land a spawn behind/inside a hull). Bumped
flagship_defense_radius so it still comfortably reaches a player who
flies a straight line to the enemy side without correcting for that
new offset.
ISN gets a Stealth Corvette hull mixed into its flagship formation
(assets/images/ships/isn/), banner art renamed off opaque UUID
filenames to isn_banner.jpeg/orc_banner.jpeg.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
3.4 KiB
3.4 KiB
Match Framework Implementation Progress
Tracking checklist for the plan in overview/map1.md (pre-match countdown, 7-minute
timer, kills/deaths, scoreboard, winner banner, persistent stats, reusable
GameMode/map framework). Full design plan: see the approved plan this session
(sections referenced below). Check items off as they're completed.
- 1. GameMode abstraction —
world/game_modes/game_mode.gd(base) +team_deathmatch_mode.gd - 2.
MatchStatsautoload — per-match kills/deaths, hook intokill_feed_manager.gd - 3.
MatchManagerautoload — PRE_MATCH/IN_PROGRESS/POST_MATCH phase state machine - 4. Flagship creep-in tween —
flagship.gd:play_creep_in(),world.gd:play_flagship_creep_in(),GameConfig.flagship_creep_in_distance - 5. Ship-spawn gating —
ship_movement.gdpre-match hold (_server_respawnphase gate,server_hold_for_match_start/server_release_from_hold/_apply_pre_match_hold),world.gdhold/release helpers - 6. Map abstraction —
world.gdMAPSarray +_pick_map()replacing hardcodedMAP_SCENE - 7. Scoreboard HUD —
hud/scoreboard.gd+.tscn, hold-Tab,scoreboardinput action inproject.godot - 8. Winner banner HUD —
hud/match_banner.gd+.tscn,banner_pathinteam_select.gdRACES, rename ISN/ORC banner assets - 9. Match timer HUD —
hud/match_timer.gd+.tscn, top-center MM:SS readout - 10. Wiring — new autoloads in
project.godot, new HUD nodes inworld.tscn,MatchManager.start(self)+ late-joiner pull RPCs inworld.gd:_ready() - 11. Backend schema + endpoint —
matchmaking-apiPlayer.kills/deaths/hours_played,app/crud.py,app/schemas.py,app/routers/matches.py(POST /matches/report),app/routers/stats.py,app/main.py(verified end-to-end via docker compose) - 12. Godot-side backend call site —
network_manager.gd:get_registered_address(),matchmaking_client.gd:report_match_result(),MatchManager._report_match_result() - 13. Docs update —
CLAUDE.mdnew numbered item,overview/multiplayer.md,overview/structure.md - 14. Verification — headless server smoke test: clean compile, full PRE_MATCH→IN_PROGRESS→POST_MATCH→loop cycle with a temporarily-sped-up clock, bot-vs-bot kills flowing through MatchStats and correctly deciding the winning race, backend /matches/report round-trip via a real docker compose run. Additionally ran a REAL two-process ENet test (separate server + client, real network handshake, not single-process offline mode): confirmed real peer-connect, correct late-joiner phase/timer pull mid-countdown, and every ship (bots, server's own ghost, the real second client's ship) held/released in perfect lockstep across both processes over two full match loops. Also incidentally confirmed the pre-existing bot-rebalancing logic (item 9) correctly reacted to the real human joining. NOT verified: visual rendering (hidden ships, flagship creep-in tween, Tab scoreboard, winner banner) and the Tab keybind itself, since this sandbox has no display — needs a real client pass on the user's machine.
All 14 items complete.
Remaining follow-up recommended: a real (non-headless) client session on the user's machine to visually confirm the countdown/creep-in/scoreboard/banner and to exercise Tab's input-map binding (see hud/scoreboard.gd's comment about verifying the hand-typed Tab keycode in the Godot editor's Input Map UI).