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client/matchmaking-api/README.md
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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

139 lines
7.2 KiB
Markdown

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