edcda92812
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>
18 lines
761 B
Python
18 lines
761 B
Python
from fastapi import APIRouter, Depends, HTTPException
|
|
from sqlalchemy import select
|
|
from sqlalchemy.ext.asyncio import AsyncSession
|
|
|
|
from app.database import get_db
|
|
from app.models import Player
|
|
from app.schemas import PlayerStatsResponse
|
|
|
|
router = APIRouter(prefix="/stats", tags=["stats"])
|
|
|
|
|
|
@router.get("/{callsign}", response_model=PlayerStatsResponse)
|
|
async def get_stats(callsign: str, db: AsyncSession = Depends(get_db)) -> PlayerStatsResponse:
|
|
player = (await db.execute(select(Player).where(Player.callsign == callsign))).scalars().first()
|
|
if player is None:
|
|
raise HTTPException(status_code=404, detail="Player not found")
|
|
return PlayerStatsResponse(callsign=player.callsign, mmr=player.mmr, wins=player.wins, losses=player.losses)
|