Files
client/matchmaking-api/app/routers/matches.py
T
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

66 lines
2.6 KiB
Python

from fastapi import APIRouter, Depends
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app import crud
from app.config import settings
from app.database import get_db
from app.models import GameServer, Match, MatchPlayer
from app.schemas import MatchReportRequest
router = APIRouter(prefix="/matches", tags=["matches"])
# Called once by the hosting server's MatchManager (spacewar/autoload/
# match_manager.gd's _report_match_result()) when a match's POST_MATCH phase
# begins -- persists this match's final kills/deaths/win-loss into each
# player's running Player totals (kills, deaths, wins, losses, hours_played),
# and records a Match/MatchPlayer row if the reporting server is a known,
# registered GameServer. No auth -- same posture as /servers/register today,
# not a new gap introduced here (see overview/map1.md's design notes).
#
# Independent of any Match row the matchmaking queue may have already created
# when this match was *formed* (see queue_manager.py's _try_form_match) --
# this always writes a fresh Match/MatchPlayer pair representing how the
# match actually ended. A queued match can therefore end up with two Match
# rows (one "how it was formed", one "how it ended"); acceptable since no
# existing code reads these tables today and there's no migrations tooling to
# reconcile the schema around it.
@router.post("/report")
async def report_match(req: MatchReportRequest, db: AsyncSession = Depends(get_db)) -> dict:
server = (
await db.execute(
select(GameServer).where(
GameServer.ip == req.server_ip,
GameServer.port == req.server_port,
GameServer.mode == req.mode,
)
)
).scalars().first()
match_row = None
if server is not None:
match_row = Match(mode=req.mode, server_id=server.id)
db.add(match_row)
await db.flush()
for result in req.players:
player = await crud.get_or_create_player(db, result.callsign)
player.kills += result.kills
player.deaths += result.deaths
player.hours_played += result.seconds_played / 3600.0
player.ram_kb += (
settings.ram_payout_participation_kb
+ result.kills * settings.ram_payout_per_kill_kb
+ (settings.ram_payout_win_bonus_kb if result.is_winner else 0)
)
if result.is_winner:
player.wins += 1
elif req.winner_team is not None:
player.losses += 1
if match_row is not None:
db.add(MatchPlayer(match_id=match_row.id, player_id=player.id, team=result.team))
await db.commit()
return {"status": "recorded"}