Files
client/matchmaking-api/app/routers/servers.py
T
anekdotin edcda92812 Add ENet multiplayer (movement/combat sync) and matchmaking API
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>
2026-07-12 22:37:59 -04:00

45 lines
1.5 KiB
Python

from datetime import datetime
from fastapi import APIRouter, Depends
from sqlalchemy import select
from sqlalchemy.ext.asyncio import AsyncSession
from app.database import get_db
from app.models import GameServer, ServerStatus
from app.schemas import ServerRegisterRequest
router = APIRouter(prefix="/servers", tags=["servers"])
# Real game servers should call this on boot and periodically (heartbeat) once
# NetworkManager grows that integration. Until then, a dev server is seeded
# on API startup (see main.py) from DEV_SEED_SERVER_IP/PORT so matchmaking is
# testable end-to-end without it.
@router.post("/register")
async def register_server(req: ServerRegisterRequest, db: AsyncSession = Depends(get_db)) -> dict:
existing = (
await db.execute(select(GameServer).where(GameServer.ip == req.ip, GameServer.port == req.port, GameServer.mode == req.mode))
).scalars().first()
if existing:
existing.status = ServerStatus.available
existing.last_heartbeat = datetime.utcnow()
else:
db.add(GameServer(ip=req.ip, port=req.port, mode=req.mode, status=ServerStatus.available))
await db.commit()
return {"status": "registered"}
@router.get("")
async def list_servers(db: AsyncSession = Depends(get_db)) -> list[dict]:
servers = (await db.execute(select(GameServer))).scalars().all()
return [
{
"ip": s.ip,
"port": s.port,
"mode": s.mode,
"status": s.status,
"last_heartbeat": s.last_heartbeat,
}
for s in servers
]