c0b5f421c5
- In-game chat: T=all, Y=team (race doubles as team), server-relayed and team-filtered via new ChatManager autoload; last 10 messages shown bottom-left (chat/chat_box.gd). - Bot fill for casual (bots/): keeps each of the match's 2 offered races at a minimum of 7 total humans+bots, spawning/despawning reactively as players join/leave. Bots always fly their race's fighter and use negative peer_ids so they ride the existing networked-ship stack (spawning, loadout sync, health/position sync, bullet attribution) with no special-casing. Casual matchmaking now forms with just 1 real player queued instead of waiting for a second (matchmaking-api/). - Borderless fullscreen with stretch scaling disabled instead of scaling the Steam-Deck-matched 1280x800 canvas up to fill PC monitors (which read as zoomed in) — PC monitors now reveal more world/HUD at native size instead. Reworked main_menu/team_select/chat_box to position via anchors relative to the real window instead of hardcoded coordinates. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
18 lines
917 B
Bash
18 lines
917 B
Bash
DATABASE_URL=postgresql+asyncpg://matchmaking:matchmaking@postgres:5432/matchmaking
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# Real-value targets per overview/bots.md (casual min 7v7) and overview/racesclasses.md (ranked 5v5).
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# CASUAL_TEAM_SIZE no longer gates when a casual match forms (bot fill means
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# 1 real player is enough — see queue_manager.py); it only caps how many real
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# players group into one casual match.
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CASUAL_TEAM_SIZE=7
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RANKED_TEAM_SIZE=5
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# Registered on API startup so local matchmaking has somewhere to assign
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# players to before real game servers self-register via POST /servers/register.
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# This IP is handed straight to game CLIENTS to connect their ENet peer to —
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# clients run on the host, not in Docker, so it must be host-reachable
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# (127.0.0.1 for local dev), not a docker-internal alias like
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# host.docker.internal (that only resolves from inside the api container).
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DEV_SEED_SERVER_IP=127.0.0.1
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DEV_SEED_SERVER_PORT=7777
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