Files
client/matchmaking-api/app/main.py
T
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

84 lines
2.8 KiB
Python

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