Files
client/matchmaking-api/app/queue_manager.py
T
anekdotin c0b5f421c5 Add in-game chat, bot fill for casual, and borderless fullscreen
- 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>
2026-07-13 17:02:12 -04:00

118 lines
4.4 KiB
Python

import asyncio
import uuid
from dataclasses import dataclass, field
from datetime import datetime
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.database import async_session
from app.models import GameServer, Match, MatchPlayer, Mode, ServerStatus
@dataclass
class Ticket:
ticket_id: uuid.UUID
player_id: uuid.UUID
callsign: str
mode: Mode
mmr: int
queued_at: datetime = field(default_factory=datetime.utcnow)
status: str = "queued" # queued | matched | cancelled
server_ip: str | None = None
server_port: int | None = None
team: int | None = None
class QueueManager:
"""In-memory matchmaking queue. No Redis: a single API process holds all
ticket state, which is fine at this scale and simpler to run — see
memory/spacewar_networking_plan for why Redis was deferred rather than
included from the start.
"""
def __init__(self) -> None:
self._tickets: dict[uuid.UUID, Ticket] = {}
self._lock = asyncio.Lock()
async def join(self, player_id: uuid.UUID, callsign: str, mode: Mode, mmr: int) -> Ticket:
ticket = Ticket(ticket_id=uuid.uuid4(), player_id=player_id, callsign=callsign, mode=mode, mmr=mmr)
async with self._lock:
self._tickets[ticket.ticket_id] = ticket
return ticket
async def leave(self, ticket_id: uuid.UUID) -> bool:
async with self._lock:
ticket = self._tickets.get(ticket_id)
if ticket is None or ticket.status != "queued":
return False
ticket.status = "cancelled"
return True
def get(self, ticket_id: uuid.UUID) -> Ticket | None:
return self._tickets.get(ticket_id)
def _waiting(self, mode: Mode) -> list[Ticket]:
tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
if mode == Mode.ranked:
# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
# (real ranked matchmaking will want that) — nearest-neighbor by
# mmr is a reasonable placeholder until ranked queue volume
# exists to tune against.
tickets.sort(key=lambda t: t.mmr)
else:
tickets.sort(key=lambda t: t.queued_at)
return tickets
async def _try_form_match(self, mode: Mode, required: int, cap: int, db: AsyncSession) -> None:
async with self._lock:
waiting = self._waiting(mode)
if len(waiting) < required:
return
group = waiting[:cap]
server = (
await db.execute(
select(GameServer).where(GameServer.mode == mode, GameServer.status == ServerStatus.available)
)
).scalars().first()
if server is None:
return # no server free this cycle; leave everyone queued and retry next tick
match = Match(mode=mode, server_id=server.id)
db.add(match)
await db.flush()
for i, ticket in enumerate(group):
team = i % 2
db.add(MatchPlayer(match_id=match.id, player_id=ticket.player_id, team=team))
ticket.status = "matched"
ticket.server_ip = server.ip
ticket.server_port = server.port
ticket.team = team
await db.commit()
async def run_matching_loop(self) -> None:
while True:
await asyncio.sleep(2)
async with async_session() as db:
# Casual has bot fill (spacewar/bots/bot_manager.gd) — bots pad
# both teams up to GameConfig.bot_min_team_size, so a single
# queued player is enough to form a match. Still group in
# anyone else who queues in the same tick, up to the real
# casual_team_size*2 target, rather than capping at 1v1.
# Ranked has no bots, so it still needs the full
# ranked_team_size*2 real players queued before forming.
await self._try_form_match(Mode.casual, required=1, cap=settings.casual_team_size * 2, db=db)
await self._try_form_match(
Mode.ranked,
required=settings.ranked_team_size * 2,
cap=settings.ranked_team_size * 2,
db=db,
)
queue_manager = QueueManager()