Files
client/overview/tech.md
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anekdotin 7b44b2f2dc Add real server pool, race roster overhaul, and ship energy system
Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
  replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
  (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
  ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
  API's GET /servers and connects directly, retiring the old
  unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
  boot and heartbeats every 8s with live player counts; API computes
  available/full status from player_count, and a background sweep marks
  any server offline once its heartbeat goes stale (catches a crashed
  server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
  + 10000) instead of trusting stale DB numbers; post-connect HUD shows
  live RTT off ENet's own peer stats.

Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
  Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
  Fighter/Gunner/Tank lineup, art cropped from concept sheets with
  background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
  shared between the initial pre-spawn pick and the pause menu's live
  SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
  accuracy/reaction/awareness traits rolled per bot instead of one
  fixed AI profile.

HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
  kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
  text in the top-left HUD.

Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
  per shot, flat regen (100 per 2.5s), fully server-authoritative and
  piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
  whose fill drains from both edges toward the center instead of
  left-to-right.

Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
  over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
  fast full turns, gated the same way damage already is so replay during
  reconciliation can't double-count the hold timer.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-15 17:56:33 -04:00

3.9 KiB
Raw Blame History

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

  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

  • 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 in CLAUDE.md
  • GodotSteam auth + VAC
  • Lag compensation (basic rewind)