Files
client/overview/match_framework_progress.md
anekdotin be5c41f82f Add match structure (countdown, timer, scoreboard, banner, persistent stats) and capital-ship fleet polish
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>
2026-07-18 11:40:15 -04:00

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. MatchStats autoload — per-match kills/deaths, hook into kill_feed_manager.gd
  • 3. MatchManager autoload — 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.gd pre-match hold (_server_respawn phase gate, server_hold_for_match_start/server_release_from_hold/_apply_pre_match_hold), world.gd hold/release helpers
  • 6. Map abstraction — world.gd MAPS array + _pick_map() replacing hardcoded MAP_SCENE
  • 7. Scoreboard HUD — hud/scoreboard.gd+.tscn, hold-Tab, scoreboard input action in project.godot
  • 8. Winner banner HUD — hud/match_banner.gd+.tscn, banner_path in team_select.gd RACES, 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 in world.tscn, MatchManager.start(self) + late-joiner pull RPCs in world.gd:_ready()
  • 11. Backend schema + endpoint — matchmaking-api Player.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.md new 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).