Networked play, end to end: connect, get matched, spawn, fight, respawn. Godot side: - Replace the single hardcoded Player with per-peer networked ships (MultiplayerSpawner + custom spawn_function), driven by client-side prediction with server reconciliation for movement. - Server-authoritative combat: bullets, health, death/respawn all decided by the server and broadcast to every peer over RPC. - Fix a Camera2D bug where Godot auto-promotes the first camera to ever enter the scene tree as the active one regardless of its own `current` value — with MultiplayerSpawner catch-up replication that was almost never the local player's own ship. `make_current()` on the owner's camera fixes it; property assignment doesn't reliably override the auto-claim. - Fix two "late joiner never learns already-established state" gaps (health, visibility) by folding both into the existing per-tick position broadcast instead of relying on one-shot RPCs that only reach peers already connected when they fire. - Make the 2 offered factions in team select match for every player in a match: the server decides once and clients either read it directly (server's own instance) or request it over RPC, rather than each client rolling its own random pair. - New MatchmakingClient autoload wires the main menu's CASUAL/RANKED buttons to the matchmaking API instead of connecting directly. New matchmaking-api/ (FastAPI + Postgres, Docker Compose): - Queue/match/stats/ranks endpoints. In-memory matchmaking queue in a single API process — no Redis until there's an actual reason to shard the queue across instances. - Background loop forms a match once enough players are queued for a mode, assigns the first available registered game server. - No real server pool yet: one dev server is auto-seeded from DEV_SEED_SERVER_IP/PORT; POST /servers/register exists for real servers to self-register later but nothing calls it yet. Docs: CLAUDE.md and overview/tech.md updated to match — networking checklist mostly checked off, matchmaking backend section rewritten to describe what was actually built vs. the original Go/Redis plan, and Current Tasks reordered around what's actually left (bot fill, real server pool, ranked/MMR refinement, lag compensation). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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, mmr?}— creates the player row if it doesn't exist yet, returns aticket_id.GET /matchmaking/queue/status/{ticket_id}— poll this; once matched it returns the assigned server'sserver_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 once enough
players are queued for a mode (CASUAL_TEAM_SIZE/RANKED_TEAM_SIZE × 2) it
forms a match, splits them into two teams, and assigns the first available
GameServer for that mode.
There's no real game-server pool yet — one dev server is auto-seeded on API
startup from DEV_SEED_SERVER_IP/DEV_SEED_SERVER_PORT (defaults to
127.0.0.1:7777, i.e. a Godot server run on the host via
godot4 --headless --path spacewar -- --server). 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. Real servers should eventually call
POST /servers/register on boot and periodically as a heartbeat — that
endpoint exists but nothing calls it yet.
Client integration
The Godot client is wired up (spacewar/autoload/matchmaking_client.gd):
CASUAL/RANKED 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)
- Add/extend a model in
app/models.pyif it needs its own table. - Add request/response shapes to
app/schemas.py. - Add a router file under
app/routers/,include_router()it inapp/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:
callsignis the only player identity, matching the game client's current state (no accounts yet). Real identity arrives with the GodotSteam auth checklist item inoverview/tech.md. - Ranked MMR-window widening / 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.