d3bed34c6c
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>
161 lines
8.4 KiB
Markdown
161 lines
8.4 KiB
Markdown
# Spacewar Matchmaking API
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FastAPI service for matchmaking, stats, and ranks (chat planned — see below).
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One process, one Postgres database, no Redis: matchmaking tickets live
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in-memory in the API process, which is enough at this scale — add Redis
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later only if the API needs to run as more than one instance.
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## Run it
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```
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cp .env.example .env # already done for local dev; edit if needed
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docker compose up -d
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```
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API is at `http://localhost:8100`, interactive docs at `/docs`. Postgres is
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exposed on host port `5433` (mapped from its usual `5432`, to avoid clashing
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with any other local Postgres) for local inspection.
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```
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docker compose down # stop
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docker compose down -v # stop + wipe the postgres volume
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```
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Code in `app/` is bind-mounted with `--reload`, so edits take effect without
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rebuilding the image. Rebuild (`docker compose up -d --build`) only when
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`requirements.txt` changes.
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## How matchmaking works right now
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- `POST /matchmaking/queue/join` `{callsign, mode}` — creates the
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player row if it doesn't exist yet, returns a `ticket_id`.
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- `GET /matchmaking/queue/status/{ticket_id}` — poll this; once matched it
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returns the assigned server's `server_ip`/`server_port`/`team`.
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- `POST /matchmaking/queue/leave?ticket_id=...` — cancel a queued ticket.
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A background loop (`app/queue_manager.py`) runs every 2s and forms a match
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once enough players are queued for casual, then splits them into two teams
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and assigns the first available `GameServer`. Casual has bot fill
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(`spacewar/bots/bot_manager.gd` pads both teams up to
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`GameConfig.bot_min_team_size` in-game), so 1 queued player is enough to
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form a match — `CASUAL_TEAM_SIZE` just caps how many real players can group
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into one match, it no longer gates formation. Ranked mode has been removed
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entirely (was never implemented past matchmaking-queue scaffolding) — the
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`Mode` enum only has `casual` now.
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Real servers self-register: `spacewar/autoload/network_manager.gd`'s
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`host_server()` calls `POST /servers/register` once on boot and then every
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`HEARTBEAT_INTERVAL` (8s) as a heartbeat, reporting live player count. The
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endpoint upserts on `(ip, port, mode)` — an unrecognized combo creates a
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row, a recognized one just refreshes it — and now also computes `status`
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from `player_count` vs `max_players` (`full` once at capacity) instead of
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always writing `available`. A background loop (`sweep_stale_servers` in
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`app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks a
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server `offline` once its `last_heartbeat` is older than
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`server_stale_seconds` (20s default) — catches a server that crashed or was
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`kill -9`'d instead of shutting down cleanly, so it doesn't sit in the list
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looking joinable forever.
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Three demo `GameServer` rows are still auto-seeded on API startup
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(`_seed_demo_servers` in `main.py`) at `127.0.0.1:7777/7778/7779` with
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`player_count` 40/20/10 out of `max_players` 50, so `menu/server_select.gd`
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has something to list even with no real server running — and since
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registration is a plain upsert, running a real Godot server on one of those
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same `(ip, port)` pairs (`godot4 --headless --path spacewar -- --server`)
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just takes that row over with live data, no special-casing needed. A demo
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row with nothing real backing it goes stale and flips to `offline` within
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`server_stale_seconds` of API startup, same as any other server. `--server-ip=`
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(new `network_manager.gd` cmdline arg) controls what IP a hosted server
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advertises — defaults to loopback for local dev. That IP is handed straight
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to game clients to connect to, so it must be reachable from wherever the
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*client* runs, not the API container — `host.docker.internal` would resolve
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inside the api container but not on the client's machine, which is why this
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isn't a docker-internal address (same constraint `DEV_SEED_SERVER_IP` has).
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`player_count`/`max_players` from `GET /servers` are just this DB-stored
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value; `menu/server_select.gd` also queries each server directly over UDP
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(`network_manager.gd`'s ping responder) for a live, pre-connect number and
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RTT, overriding the DB value in the UI once that probe answers.
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## Match results & persistent stats
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`POST /matches/report` `{server_ip, server_port, mode, winner_team, players}` —
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called once by the hosting game server (never a client) when a match ends,
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see `spacewar/autoload/match_manager.gd`'s `_report_match_result()` (fired
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from its `MatchManager` phase state machine's `POST_MATCH` transition, driven
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by `overview/map1.md`'s 7-minute-match design). `players` is a list of
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`{callsign, team, kills, deaths, is_winner, seconds_played}` — one entry per
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*human* player present at match end (bots, negative peer_id in the Godot
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client, never report). For each player this upserts their `Player` row
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(`app/crud.py`'s `get_or_create_player`, same helper `/matchmaking/queue/join`
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uses) and accumulates `kills`/`deaths`/`hours_played` (`seconds_played / 3600`)
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plus `wins`/`losses` (a draw — `winner_team: null` — touches neither). If the
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reporting `(server_ip, server_port, mode)` matches a registered `GameServer`,
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a `Match`/`MatchPlayer` row is also written — independent of any `Match` row
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the matchmaking queue already created when the match was *formed*
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(`queue_manager.py`), so a queued match can end up with two `Match` rows (one
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per "formed"/"ended"); nothing currently reads these tables, so this hasn't
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been reconciled. No auth on this endpoint, same posture as `/servers/register`.
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`GET /stats/{callsign}` now also returns `kills`/`deaths`/`hours_played`
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alongside the existing `mmr`/`wins`/`losses`.
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**Schema changes have no migration path** (this project has no migrations
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tooling — see below): `Player.kills`/`deaths`/`hours_played` are new columns
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on an existing table, so `Base.metadata.create_all()` on API boot will NOT
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add them to a database that already has a `players` table from before this
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change. Run `docker compose down -v` once to pick them up on an existing local
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dev database.
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## RAM (in-game currency)
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See `overview/onfoot.md` for the full design — this is just the backend
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piece. `Player.ram_kb` is a single `BigInteger` balance, always stored and
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transmitted as kilobytes (the smallest denomination); the Godot client
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(`spacewar/autoload/currency.gd`) formats it up into KB/MB/GB/TB for
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display, 1000 per step. 100% separate from real-money monetization
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(`overview/money.md`) — this is purely an in-game economy.
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`POST /matches/report` now also credits RAM to every reported player:
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`ram_payout_participation_kb` just for being in the match, plus
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`ram_payout_per_kill_kb` per kill, plus `ram_payout_win_bonus_kb` if they
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won (all three tunable in `app/config.py`, currently 50/15/200 — placeholder
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numbers, not balanced against anything). `GET /stats/{callsign}` returns the
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running total as `ram_kb`.
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There is no spend endpoint yet — nothing in the game can spend RAM until the
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ship interior/hubs from `overview/onfoot.md` exist. `Player.ram_kb` is a new
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column on an existing table, same no-migrations caveat as above — covered by
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the same `docker compose down -v` if you're picking this up on an existing
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local dev database.
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## Client integration
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The Godot client is wired up (`spacewar/autoload/matchmaking_client.gd`):
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QUICK PLAY on the main menu calls `POST /matchmaking/queue/join`, polls
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`GET /matchmaking/queue/status/{ticket_id}` every 1.5s, and once `matched`
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connects `NetworkManager` directly to the returned `server_ip`/`server_port`.
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Point it at a non-default API with `godot4 ... -- --matchmaking-api=http://host:port`.
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## Adding a new domain (stats/ranks did this; chat will too)
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1. Add/extend a model in `app/models.py` if it needs its own table.
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2. Add request/response shapes to `app/schemas.py`.
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3. Add a router file under `app/routers/`, `include_router()` it in
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`app/main.py`.
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Chat isn't scaffolded yet (no data model or requirements decided), but it
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fits the same shape — likely a WebSocket router using FastAPI's native
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support, in this same service.
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## Not set up yet, on purpose
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- **Migrations**: tables are created via `Base.metadata.create_all()` on
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startup. Fine while the schema is still moving; switch to Alembic before
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this holds real data.
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- **Auth**: `callsign` is the only player identity, matching the game
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client's current state (no accounts yet). Real identity arrives with the
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GodotSteam auth checklist item in `overview/tech.md`.
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- **Bot-fill timeouts**: current matching is a simple threshold (enough
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players queued → form a match). Refine once there's real queue volume to
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tune against.
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