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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>
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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
# 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
- Client predicts own movement locally (feels instant)
- Server confirms or corrects (reconciliation)
- Other players interpolated between last two known positions
- 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):
- Client sends
POST /matchmaking/queue/joinwith callsign + mode - Backend queues the ticket; a background loop forms a match once enough players are queued for that mode
- Match forms → backend assigns the first available registered
GameServerfor that mode - Client polls
GET /matchmaking/queue/status/{ticket}untilmatched, 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).
Real server pool is now live: NetworkManager.host_server() calls
POST /servers/register once on boot and re-heartbeats every 8s, reporting
live player counts; a real server registering on the same (ip, port, mode)
as one of the 3 demo-seeded rows just takes it over in place. A background
sweep marks any server offline once its heartbeat goes stale (crash/kill
without clean deregister). See CLAUDE.md item 16.
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
- 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) — 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 inCLAUDE.md - GodotSteam auth + VAC
- Lag compensation (basic rewind)