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>
92 lines
3.4 KiB
Python
92 lines
3.4 KiB
Python
from datetime import datetime, timedelta
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from fastapi import APIRouter, Depends
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from sqlalchemy import select
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.config import settings
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from app.database import get_db
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from app.models import GameServer, ServerStatus
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from app.schemas import ServerRegisterRequest
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router = APIRouter(prefix="/servers", tags=["servers"])
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def _status_for(player_count: int, max_players: int) -> ServerStatus:
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return ServerStatus.full if player_count >= max_players else ServerStatus.available
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# spacewar/autoload/network_manager.gd calls this once on server boot and
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# then repeatedly as a heartbeat (every HEARTBEAT_INTERVAL, currently 8s),
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# via MatchmakingClient.register_server(). Same endpoint for both — an
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# unrecognized (ip, port, mode) creates a new row, a recognized one just
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# refreshes it. sweep_stale_servers() (below) is what flips a server back to
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# offline if those heartbeats stop, e.g. the process crashed or was killed
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# without a clean shutdown.
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@router.post("/register")
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async def register_server(req: ServerRegisterRequest, db: AsyncSession = Depends(get_db)) -> dict:
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existing = (
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await db.execute(select(GameServer).where(GameServer.ip == req.ip, GameServer.port == req.port, GameServer.mode == req.mode))
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).scalars().first()
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status = _status_for(req.player_count, req.max_players)
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if existing:
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existing.status = status
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existing.player_count = req.player_count
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existing.max_players = req.max_players
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existing.last_heartbeat = datetime.utcnow()
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existing.game_mode = req.game_mode
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existing.map_name = req.map_name
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else:
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db.add(
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GameServer(
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ip=req.ip,
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port=req.port,
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mode=req.mode,
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status=status,
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player_count=req.player_count,
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max_players=req.max_players,
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game_mode=req.game_mode,
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map_name=req.map_name,
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)
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)
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await db.commit()
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return {"status": "registered"}
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# Run periodically from main.py's lifespan (same shape as
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# queue_manager.run_matching_loop()). Without this, a server that's killed
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# instead of cleanly shut down (crash, host reboot, `kill -9`) would stay
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# listed as available/full forever — server_select.gd's own UDP ping probe
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# catches that live per-row, but this keeps the DB's status column honest
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# too, e.g. for any future consumer that just reads GET /servers.
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async def sweep_stale_servers(db: AsyncSession) -> None:
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cutoff = datetime.utcnow() - timedelta(seconds=settings.server_stale_seconds)
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stale = (
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await db.execute(
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select(GameServer).where(GameServer.last_heartbeat < cutoff, GameServer.status != ServerStatus.offline)
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)
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).scalars().all()
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for server in stale:
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server.status = ServerStatus.offline
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if stale:
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await db.commit()
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@router.get("")
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async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
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servers = (await db.execute(select(GameServer))).scalars().all()
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return [
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{
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"ip": s.ip,
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"port": s.port,
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"mode": s.mode,
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"status": s.status,
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"player_count": s.player_count,
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"max_players": s.max_players,
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"last_heartbeat": s.last_heartbeat,
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"game_mode": s.game_mode,
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"map_name": s.map_name,
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}
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for s in servers
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]
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