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>
86 lines
2.9 KiB
Python
86 lines
2.9 KiB
Python
import asyncio
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from contextlib import asynccontextmanager
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from fastapi import FastAPI
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from sqlalchemy import select
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from app.config import settings
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from app.database import Base, async_session, engine
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from app.models import GameServer, Mode, ServerStatus
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from app.queue_manager import queue_manager
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from app.routers import matches, matchmaking, ranks, servers, stats
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from app.routers.servers import sweep_stale_servers
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# Three fake rows so server_select.gd has a realistic-looking list before a
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# real server pool exists (see README's "Not set up yet"). Only the first
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# port matches DEV_SEED_SERVER_IP/PORT, so it's the only one of the three
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# that's actually reachable by running a real Godot server locally — the
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# other two are display-only until real servers self-register on those
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# ports. player_count here is just the DB fallback; a live server overrides
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# it via the UDP query responder the client probes directly (see
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# spacewar/autoload/network_manager.gd).
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_DEMO_PLAYER_COUNTS = [40, 20, 10]
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async def _seed_demo_servers() -> None:
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async with async_session() as db:
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for i, player_count in enumerate(_DEMO_PLAYER_COUNTS):
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port = settings.dev_seed_server_port + i
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existing = (
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await db.execute(
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select(GameServer).where(
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GameServer.ip == settings.dev_seed_server_ip,
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GameServer.port == port,
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GameServer.mode == Mode.casual,
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)
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)
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).scalars().first()
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if existing is None:
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db.add(
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GameServer(
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ip=settings.dev_seed_server_ip,
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port=port,
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mode=Mode.casual,
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status=ServerStatus.available,
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player_count=player_count,
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max_players=50,
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game_mode="team_deathmatch",
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map_name="Sector Alpha",
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)
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)
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await db.commit()
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async def _run_stale_sweep_loop() -> None:
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while True:
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await asyncio.sleep(5)
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async with async_session() as db:
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await sweep_stale_servers(db)
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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async with engine.begin() as conn:
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await conn.run_sync(Base.metadata.create_all)
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await _seed_demo_servers()
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matching_task = asyncio.create_task(queue_manager.run_matching_loop())
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sweep_task = asyncio.create_task(_run_stale_sweep_loop())
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yield
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matching_task.cancel()
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sweep_task.cancel()
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app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)
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app.include_router(matchmaking.router)
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app.include_router(matches.router)
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app.include_router(stats.router)
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app.include_router(ranks.router)
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app.include_router(servers.router)
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@app.get("/health")
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async def health() -> dict:
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return {"status": "ok"}
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