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client/matchmaking-api/README.md
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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

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8.4 KiB
Markdown

# 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.