Files
client/matchmaking-api/app/models.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

82 lines
3.4 KiB
Python

import enum
import uuid
from datetime import datetime
from sqlalchemy import DateTime, Float, ForeignKey, Integer, String
from sqlalchemy import Enum as SAEnum
from sqlalchemy.orm import Mapped, mapped_column, relationship
from app.database import Base
class Mode(str, enum.Enum):
casual = "casual"
class ServerStatus(str, enum.Enum):
available = "available"
full = "full"
offline = "offline"
# No account/auth system yet (GodotSteam auth is still on the networking
# checklist), so callsign is the identity key for now — same as the game
# client itself, which only has a free-text name field today.
class Player(Base):
__tablename__ = "players"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
callsign: Mapped[str] = mapped_column(String(32), unique=True, index=True)
mmr: Mapped[int] = mapped_column(Integer, default=1000)
wins: Mapped[int] = mapped_column(Integer, default=0)
losses: Mapped[int] = mapped_column(Integer, default=0)
# Match-history stats (see spacewar/autoload/match_manager.gd's
# _report_match_result(), POST /matches/report) -- kills/deaths accumulate
# across every match reported for this callsign; hours_played is derived
# from each match's full duration for every player present at match end
# (not precise per-player join/leave timing -- a documented simplification).
kills: Mapped[int] = mapped_column(Integer, default=0)
deaths: Mapped[int] = mapped_column(Integer, default=0)
hours_played: Mapped[float] = mapped_column(Float, default=0.0)
created_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
class GameServer(Base):
__tablename__ = "game_servers"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
ip: Mapped[str] = mapped_column(String(255))
port: Mapped[int] = mapped_column(Integer)
mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
status: Mapped[ServerStatus] = mapped_column(SAEnum(ServerStatus), default=ServerStatus.available)
last_heartbeat: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
# DB-stored fallback shown immediately in the server list; a live server
# is queried directly for its real-time count (see
# spacewar/autoload/network_manager.gd's UDP query responder and
# menu/server_select.gd's ping probe), which overrides this in the UI
# once that probe answers.
player_count: Mapped[int] = mapped_column(Integer, default=0)
max_players: Mapped[int] = mapped_column(Integer, default=50)
class Match(Base):
__tablename__ = "matches"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
server_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("game_servers.id"))
started_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
players: Mapped[list["MatchPlayer"]] = relationship(back_populates="match")
class MatchPlayer(Base):
__tablename__ = "match_players"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
match_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("matches.id"))
player_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("players.id"))
team: Mapped[int] = mapped_column(Integer) # 0 or 1
match: Mapped["Match"] = relationship(back_populates="players")