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>
60 lines
2.4 KiB
Python
60 lines
2.4 KiB
Python
from fastapi import APIRouter, Depends
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app import crud
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from app.database import get_db
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from app.models import GameServer, Match, MatchPlayer
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from app.schemas import MatchReportRequest
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router = APIRouter(prefix="/matches", tags=["matches"])
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# Called once by the hosting server's MatchManager (spacewar/autoload/
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# match_manager.gd's _report_match_result()) when a match's POST_MATCH phase
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# begins -- persists this match's final kills/deaths/win-loss into each
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# player's running Player totals (kills, deaths, wins, losses, hours_played),
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# and records a Match/MatchPlayer row if the reporting server is a known,
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# registered GameServer. No auth -- same posture as /servers/register today,
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# not a new gap introduced here (see overview/map1.md's design notes).
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#
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# Independent of any Match row the matchmaking queue may have already created
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# when this match was *formed* (see queue_manager.py's _try_form_match) --
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# this always writes a fresh Match/MatchPlayer pair representing how the
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# match actually ended. A queued match can therefore end up with two Match
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# rows (one "how it was formed", one "how it ended"); acceptable since no
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# existing code reads these tables today and there's no migrations tooling to
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# reconcile the schema around it.
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@router.post("/report")
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async def report_match(req: MatchReportRequest, db: AsyncSession = Depends(get_db)) -> dict:
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server = (
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await db.execute(
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select(GameServer).where(
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GameServer.ip == req.server_ip,
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GameServer.port == req.server_port,
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GameServer.mode == req.mode,
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)
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)
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).scalars().first()
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match_row = None
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if server is not None:
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match_row = Match(mode=req.mode, server_id=server.id)
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db.add(match_row)
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await db.flush()
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for result in req.players:
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player = await crud.get_or_create_player(db, result.callsign)
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player.kills += result.kills
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player.deaths += result.deaths
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player.hours_played += result.seconds_played / 3600.0
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if result.is_winner:
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player.wins += 1
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elif req.winner_team is not None:
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player.losses += 1
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if match_row is not None:
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db.add(MatchPlayer(match_id=match_row.id, player_id=player.id, team=result.team))
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await db.commit()
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return {"status": "recorded"}
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