be5c41f82f
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>
139 lines
7.2 KiB
Markdown
139 lines
7.2 KiB
Markdown
# Spacewar Matchmaking API
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FastAPI service for matchmaking, stats, and ranks (chat planned — see below).
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One process, one Postgres database, no Redis: matchmaking tickets live
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in-memory in the API process, which is enough at this scale — add Redis
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later only if the API needs to run as more than one instance.
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## Run it
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```
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cp .env.example .env # already done for local dev; edit if needed
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docker compose up -d
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```
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API is at `http://localhost:8100`, interactive docs at `/docs`. Postgres is
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exposed on host port `5433` (mapped from its usual `5432`, to avoid clashing
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with any other local Postgres) for local inspection.
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```
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docker compose down # stop
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docker compose down -v # stop + wipe the postgres volume
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```
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Code in `app/` is bind-mounted with `--reload`, so edits take effect without
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rebuilding the image. Rebuild (`docker compose up -d --build`) only when
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`requirements.txt` changes.
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## How matchmaking works right now
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- `POST /matchmaking/queue/join` `{callsign, mode}` — creates the
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player row if it doesn't exist yet, returns a `ticket_id`.
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- `GET /matchmaking/queue/status/{ticket_id}` — poll this; once matched it
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returns the assigned server's `server_ip`/`server_port`/`team`.
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- `POST /matchmaking/queue/leave?ticket_id=...` — cancel a queued ticket.
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A background loop (`app/queue_manager.py`) runs every 2s and forms a match
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once enough players are queued for casual, then splits them into two teams
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and assigns the first available `GameServer`. Casual has bot fill
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(`spacewar/bots/bot_manager.gd` pads both teams up to
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`GameConfig.bot_min_team_size` in-game), so 1 queued player is enough to
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form a match — `CASUAL_TEAM_SIZE` just caps how many real players can group
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into one match, it no longer gates formation. Ranked mode has been removed
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entirely (was never implemented past matchmaking-queue scaffolding) — the
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`Mode` enum only has `casual` now.
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Real servers self-register: `spacewar/autoload/network_manager.gd`'s
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`host_server()` calls `POST /servers/register` once on boot and then every
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`HEARTBEAT_INTERVAL` (8s) as a heartbeat, reporting live player count. The
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endpoint upserts on `(ip, port, mode)` — an unrecognized combo creates a
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row, a recognized one just refreshes it — and now also computes `status`
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from `player_count` vs `max_players` (`full` once at capacity) instead of
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always writing `available`. A background loop (`sweep_stale_servers` in
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`app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks a
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server `offline` once its `last_heartbeat` is older than
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`server_stale_seconds` (20s default) — catches a server that crashed or was
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`kill -9`'d instead of shutting down cleanly, so it doesn't sit in the list
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looking joinable forever.
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Three demo `GameServer` rows are still auto-seeded on API startup
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(`_seed_demo_servers` in `main.py`) at `127.0.0.1:7777/7778/7779` with
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`player_count` 40/20/10 out of `max_players` 50, so `menu/server_select.gd`
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has something to list even with no real server running — and since
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registration is a plain upsert, running a real Godot server on one of those
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same `(ip, port)` pairs (`godot4 --headless --path spacewar -- --server`)
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just takes that row over with live data, no special-casing needed. A demo
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row with nothing real backing it goes stale and flips to `offline` within
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`server_stale_seconds` of API startup, same as any other server. `--server-ip=`
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(new `network_manager.gd` cmdline arg) controls what IP a hosted server
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advertises — defaults to loopback for local dev. That IP is handed straight
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to game clients to connect to, so it must be reachable from wherever the
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*client* runs, not the API container — `host.docker.internal` would resolve
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inside the api container but not on the client's machine, which is why this
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isn't a docker-internal address (same constraint `DEV_SEED_SERVER_IP` has).
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`player_count`/`max_players` from `GET /servers` are just this DB-stored
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value; `menu/server_select.gd` also queries each server directly over UDP
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(`network_manager.gd`'s ping responder) for a live, pre-connect number and
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RTT, overriding the DB value in the UI once that probe answers.
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## Match results & persistent stats
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`POST /matches/report` `{server_ip, server_port, mode, winner_team, players}` —
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called once by the hosting game server (never a client) when a match ends,
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see `spacewar/autoload/match_manager.gd`'s `_report_match_result()` (fired
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from its `MatchManager` phase state machine's `POST_MATCH` transition, driven
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by `overview/map1.md`'s 7-minute-match design). `players` is a list of
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`{callsign, team, kills, deaths, is_winner, seconds_played}` — one entry per
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*human* player present at match end (bots, negative peer_id in the Godot
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client, never report). For each player this upserts their `Player` row
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(`app/crud.py`'s `get_or_create_player`, same helper `/matchmaking/queue/join`
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uses) and accumulates `kills`/`deaths`/`hours_played` (`seconds_played / 3600`)
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plus `wins`/`losses` (a draw — `winner_team: null` — touches neither). If the
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reporting `(server_ip, server_port, mode)` matches a registered `GameServer`,
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a `Match`/`MatchPlayer` row is also written — independent of any `Match` row
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the matchmaking queue already created when the match was *formed*
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(`queue_manager.py`), so a queued match can end up with two `Match` rows (one
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per "formed"/"ended"); nothing currently reads these tables, so this hasn't
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been reconciled. No auth on this endpoint, same posture as `/servers/register`.
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`GET /stats/{callsign}` now also returns `kills`/`deaths`/`hours_played`
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alongside the existing `mmr`/`wins`/`losses`.
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**Schema changes have no migration path** (this project has no migrations
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tooling — see below): `Player.kills`/`deaths`/`hours_played` are new columns
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on an existing table, so `Base.metadata.create_all()` on API boot will NOT
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add them to a database that already has a `players` table from before this
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change. Run `docker compose down -v` once to pick them up on an existing local
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dev database.
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## Client integration
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The Godot client is wired up (`spacewar/autoload/matchmaking_client.gd`):
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QUICK PLAY on the main menu calls `POST /matchmaking/queue/join`, polls
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`GET /matchmaking/queue/status/{ticket_id}` every 1.5s, and once `matched`
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connects `NetworkManager` directly to the returned `server_ip`/`server_port`.
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Point it at a non-default API with `godot4 ... -- --matchmaking-api=http://host:port`.
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## Adding a new domain (stats/ranks did this; chat will too)
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1. Add/extend a model in `app/models.py` if it needs its own table.
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2. Add request/response shapes to `app/schemas.py`.
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3. Add a router file under `app/routers/`, `include_router()` it in
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`app/main.py`.
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Chat isn't scaffolded yet (no data model or requirements decided), but it
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fits the same shape — likely a WebSocket router using FastAPI's native
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support, in this same service.
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## Not set up yet, on purpose
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- **Migrations**: tables are created via `Base.metadata.create_all()` on
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startup. Fine while the schema is still moving; switch to Alembic before
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this holds real data.
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- **Auth**: `callsign` is the only player identity, matching the game
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client's current state (no accounts yet). Real identity arrives with the
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GodotSteam auth checklist item in `overview/tech.md`.
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- **Bot-fill timeouts**: current matching is a simple threshold (enough
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players queued → form a match). Refine once there's real queue volume to
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tune against.
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