7b44b2f2dc
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>
83 lines
2.8 KiB
Python
83 lines
2.8 KiB
Python
import asyncio
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from contextlib import asynccontextmanager
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from fastapi import FastAPI
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from sqlalchemy import select
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from app.config import settings
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from app.database import Base, async_session, engine
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from app.models import GameServer, Mode, ServerStatus
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from app.queue_manager import queue_manager
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from app.routers import matchmaking, ranks, servers, stats
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from app.routers.servers import sweep_stale_servers
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# Three fake rows so server_select.gd has a realistic-looking list before a
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# real server pool exists (see README's "Not set up yet"). Only the first
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# port matches DEV_SEED_SERVER_IP/PORT, so it's the only one of the three
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# that's actually reachable by running a real Godot server locally — the
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# other two are display-only until real servers self-register on those
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# ports. player_count here is just the DB fallback; a live server overrides
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# it via the UDP query responder the client probes directly (see
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# spacewar/autoload/network_manager.gd).
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_DEMO_PLAYER_COUNTS = [40, 20, 10]
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async def _seed_demo_servers() -> None:
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async with async_session() as db:
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for i, player_count in enumerate(_DEMO_PLAYER_COUNTS):
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port = settings.dev_seed_server_port + i
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existing = (
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await db.execute(
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select(GameServer).where(
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GameServer.ip == settings.dev_seed_server_ip,
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GameServer.port == port,
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GameServer.mode == Mode.casual,
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)
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)
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).scalars().first()
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if existing is None:
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db.add(
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GameServer(
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ip=settings.dev_seed_server_ip,
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port=port,
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mode=Mode.casual,
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status=ServerStatus.available,
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player_count=player_count,
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max_players=50,
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)
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)
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await db.commit()
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async def _run_stale_sweep_loop() -> None:
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while True:
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await asyncio.sleep(5)
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async with async_session() as db:
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await sweep_stale_servers(db)
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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async with engine.begin() as conn:
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await conn.run_sync(Base.metadata.create_all)
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await _seed_demo_servers()
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matching_task = asyncio.create_task(queue_manager.run_matching_loop())
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sweep_task = asyncio.create_task(_run_stale_sweep_loop())
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yield
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matching_task.cancel()
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sweep_task.cancel()
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app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)
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app.include_router(matchmaking.router)
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app.include_router(stats.router)
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app.include_router(ranks.router)
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app.include_router(servers.router)
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@app.get("/health")
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async def health() -> dict:
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return {"status": "ok"}
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