Files
client/matchmaking-api
anekdotin d3bed34c6c Add game mode categories, character creation, on-foot ship/hub mode, RAM currency, and in-ship navigation
Bundles several sessions' worth of previously uncommitted work: map
categories with Domination/Conquest/King of the Hill mode stubs and a
server-list mode filter; a procedurally-drawn character-creation screen
replacing the old callsign-only PROFILE overlay; the on-foot groundwork
(walkable station hub, ship interior, character controller) plus the RAM
currency backend; and today's addition, an in-ship Helldivers-2-style
navigation table that QUICK PLAY's queue/connect flow and the Belters/
Military hub travel now live behind, with hub-and-ship return paths and a
context-aware pause menu usable both in-match and inside the ship.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-19 12:30:22 -04:00
..

Spacewar Matchmaking API

FastAPI service for matchmaking, stats, and ranks (chat planned — see below). One process, one Postgres database, no Redis: matchmaking tickets live in-memory in the API process, which is enough at this scale — add Redis later only if the API needs to run as more than one instance.

Run it

cp .env.example .env   # already done for local dev; edit if needed
docker compose up -d

API is at http://localhost:8100, interactive docs at /docs. Postgres is exposed on host port 5433 (mapped from its usual 5432, to avoid clashing with any other local Postgres) for local inspection.

docker compose down          # stop
docker compose down -v       # stop + wipe the postgres volume

Code in app/ is bind-mounted with --reload, so edits take effect without rebuilding the image. Rebuild (docker compose up -d --build) only when requirements.txt changes.

How matchmaking works right now

  • POST /matchmaking/queue/join {callsign, mode} — creates the player row if it doesn't exist yet, returns a ticket_id.
  • GET /matchmaking/queue/status/{ticket_id} — poll this; once matched it returns the assigned server's server_ip/server_port/team.
  • POST /matchmaking/queue/leave?ticket_id=... — cancel a queued ticket.

A background loop (app/queue_manager.py) runs every 2s and forms a match once enough players are queued for casual, then splits them into two teams and assigns the first available GameServer. Casual has bot fill (spacewar/bots/bot_manager.gd pads both teams up to GameConfig.bot_min_team_size in-game), so 1 queued player is enough to form a match — CASUAL_TEAM_SIZE just caps how many real players can group into one match, it no longer gates formation. Ranked mode has been removed entirely (was never implemented past matchmaking-queue scaffolding) — the Mode enum only has casual now.

Real servers self-register: spacewar/autoload/network_manager.gd's host_server() calls POST /servers/register once on boot and then every HEARTBEAT_INTERVAL (8s) as a heartbeat, reporting live player count. The endpoint upserts on (ip, port, mode) — an unrecognized combo creates a row, a recognized one just refreshes it — and now also computes status from player_count vs max_players (full once at capacity) instead of always writing available. A background loop (sweep_stale_servers in app/routers/servers.py, run every 5s from main.py's lifespan) marks a server offline once its last_heartbeat is older than server_stale_seconds (20s default) — catches a server that crashed or was kill -9'd instead of shutting down cleanly, so it doesn't sit in the list looking joinable forever.

Three demo GameServer rows are still auto-seeded on API startup (_seed_demo_servers in main.py) at 127.0.0.1:7777/7778/7779 with player_count 40/20/10 out of max_players 50, so menu/server_select.gd has something to list even with no real server running — and since registration is a plain upsert, running a real Godot server on one of those same (ip, port) pairs (godot4 --headless --path spacewar -- --server) just takes that row over with live data, no special-casing needed. A demo row with nothing real backing it goes stale and flips to offline within server_stale_seconds of API startup, same as any other server. --server-ip= (new network_manager.gd cmdline arg) controls what IP a hosted server advertises — defaults to loopback for local dev. That IP is handed straight to game clients to connect to, so it must be reachable from wherever the client runs, not the API container — host.docker.internal would resolve inside the api container but not on the client's machine, which is why this isn't a docker-internal address (same constraint DEV_SEED_SERVER_IP has). player_count/max_players from GET /servers are just this DB-stored value; menu/server_select.gd also queries each server directly over UDP (network_manager.gd's ping responder) for a live, pre-connect number and RTT, overriding the DB value in the UI once that probe answers.

Match results & persistent stats

POST /matches/report {server_ip, server_port, mode, winner_team, players} — called once by the hosting game server (never a client) when a match ends, see spacewar/autoload/match_manager.gd's _report_match_result() (fired from its MatchManager phase state machine's POST_MATCH transition, driven by overview/map1.md's 7-minute-match design). players is a list of {callsign, team, kills, deaths, is_winner, seconds_played} — one entry per human player present at match end (bots, negative peer_id in the Godot client, never report). For each player this upserts their Player row (app/crud.py's get_or_create_player, same helper /matchmaking/queue/join uses) and accumulates kills/deaths/hours_played (seconds_played / 3600) plus wins/losses (a draw — winner_team: null — touches neither). If the reporting (server_ip, server_port, mode) matches a registered GameServer, a Match/MatchPlayer row is also written — independent of any Match row the matchmaking queue already created when the match was formed (queue_manager.py), so a queued match can end up with two Match rows (one per "formed"/"ended"); nothing currently reads these tables, so this hasn't been reconciled. No auth on this endpoint, same posture as /servers/register.

GET /stats/{callsign} now also returns kills/deaths/hours_played alongside the existing mmr/wins/losses.

Schema changes have no migration path (this project has no migrations tooling — see below): Player.kills/deaths/hours_played are new columns on an existing table, so Base.metadata.create_all() on API boot will NOT add them to a database that already has a players table from before this change. Run docker compose down -v once to pick them up on an existing local dev database.

RAM (in-game currency)

See overview/onfoot.md for the full design — this is just the backend piece. Player.ram_kb is a single BigInteger balance, always stored and transmitted as kilobytes (the smallest denomination); the Godot client (spacewar/autoload/currency.gd) formats it up into KB/MB/GB/TB for display, 1000 per step. 100% separate from real-money monetization (overview/money.md) — this is purely an in-game economy.

POST /matches/report now also credits RAM to every reported player: ram_payout_participation_kb just for being in the match, plus ram_payout_per_kill_kb per kill, plus ram_payout_win_bonus_kb if they won (all three tunable in app/config.py, currently 50/15/200 — placeholder numbers, not balanced against anything). GET /stats/{callsign} returns the running total as ram_kb.

There is no spend endpoint yet — nothing in the game can spend RAM until the ship interior/hubs from overview/onfoot.md exist. Player.ram_kb is a new column on an existing table, same no-migrations caveat as above — covered by the same docker compose down -v if you're picking this up on an existing local dev database.

Client integration

The Godot client is wired up (spacewar/autoload/matchmaking_client.gd): QUICK PLAY on the main menu calls POST /matchmaking/queue/join, polls GET /matchmaking/queue/status/{ticket_id} every 1.5s, and once matched connects NetworkManager directly to the returned server_ip/server_port. Point it at a non-default API with godot4 ... -- --matchmaking-api=http://host:port.

Adding a new domain (stats/ranks did this; chat will too)

  1. Add/extend a model in app/models.py if it needs its own table.
  2. Add request/response shapes to app/schemas.py.
  3. Add a router file under app/routers/, include_router() it in app/main.py.

Chat isn't scaffolded yet (no data model or requirements decided), but it fits the same shape — likely a WebSocket router using FastAPI's native support, in this same service.

Not set up yet, on purpose

  • Migrations: tables are created via Base.metadata.create_all() on startup. Fine while the schema is still moving; switch to Alembic before this holds real data.
  • Auth: callsign is the only player identity, matching the game client's current state (no accounts yet). Real identity arrives with the GodotSteam auth checklist item in overview/tech.md.
  • Bot-fill timeouts: current matching is a simple threshold (enough players queued → form a match). Refine once there's real queue volume to tune against.