v3.1.0: Invite-gated auth, Glicko-2 ratings, matchmaking queue

- Enforce invite codes on registration (INVITE_ONLY=true by default)
- Bootstrap admin account for first-time setup
- Require authentication for WebSocket connections and room creation
- Add Glicko-2 rating system with multiplayer pairwise comparisons
- Add Redis-backed matchmaking queue with expanding rating window
- Auto-start matched games with standard rules after countdown
- Add "Find Game" button and matchmaking UI to client
- Add rating column to leaderboard
- Scale down docker-compose.prod.yml for 512MB droplet

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-02-21 20:02:10 -05:00
parent c59c1e28e2
commit f68d0bc26d
16 changed files with 1720 additions and 165 deletions

View File

@@ -12,6 +12,7 @@ from typing import Optional
from fastapi import WebSocket
from config import config
from game import GamePhase, GameOptions
from ai import GolfAI, get_all_profiles
from room import Room
@@ -53,6 +54,10 @@ def log_human_action(room: Room, player, action: str, card=None, position=None,
# ---------------------------------------------------------------------------
async def handle_create_room(data: dict, ctx: ConnectionContext, *, room_manager, count_user_games, max_concurrent, **kw) -> None:
if config.INVITE_ONLY and not ctx.authenticated_user:
await ctx.websocket.send_json({"type": "error", "message": "You must be logged in to play"})
return
if ctx.auth_user_id and count_user_games(ctx.auth_user_id) >= max_concurrent:
await ctx.websocket.send_json({
"type": "error",
@@ -60,9 +65,8 @@ async def handle_create_room(data: dict, ctx: ConnectionContext, *, room_manager
})
return
player_name = data.get("player_name", "Player")
if ctx.authenticated_user and ctx.authenticated_user.display_name:
player_name = ctx.authenticated_user.display_name
# Use authenticated username as player name
player_name = ctx.authenticated_user.username if ctx.authenticated_user else data.get("player_name", "Player")
room = room_manager.create_room()
room.add_player(ctx.player_id, player_name, ctx.websocket, ctx.auth_user_id)
ctx.current_room = room
@@ -81,8 +85,13 @@ async def handle_create_room(data: dict, ctx: ConnectionContext, *, room_manager
async def handle_join_room(data: dict, ctx: ConnectionContext, *, room_manager, count_user_games, max_concurrent, **kw) -> None:
if config.INVITE_ONLY and not ctx.authenticated_user:
await ctx.websocket.send_json({"type": "error", "message": "You must be logged in to play"})
return
room_code = data.get("room_code", "").upper()
player_name = data.get("player_name", "Player")
# Use authenticated username as player name
player_name = ctx.authenticated_user.username if ctx.authenticated_user else data.get("player_name", "Player")
if ctx.auth_user_id and count_user_games(ctx.auth_user_id) >= max_concurrent:
await ctx.websocket.send_json({
@@ -104,8 +113,6 @@ async def handle_join_room(data: dict, ctx: ConnectionContext, *, room_manager,
await ctx.websocket.send_json({"type": "error", "message": "Game already in progress"})
return
if ctx.authenticated_user and ctx.authenticated_user.display_name:
player_name = ctx.authenticated_user.display_name
room.add_player(ctx.player_id, player_name, ctx.websocket, ctx.auth_user_id)
ctx.current_room = room
@@ -483,6 +490,65 @@ async def handle_end_game(data: dict, ctx: ConnectionContext, *, room_manager, c
# Handler dispatch table
# ---------------------------------------------------------------------------
# ---------------------------------------------------------------------------
# Matchmaking handlers
# ---------------------------------------------------------------------------
async def handle_queue_join(data: dict, ctx: ConnectionContext, *, matchmaking_service=None, rating_service=None, **kw) -> None:
if not matchmaking_service:
await ctx.websocket.send_json({"type": "error", "message": "Matchmaking not available"})
return
if not ctx.authenticated_user:
await ctx.websocket.send_json({"type": "error", "message": "You must be logged in to find a game"})
return
# Get player's rating
rating = 1500.0
if rating_service:
try:
player_rating = await rating_service.get_rating(ctx.auth_user_id)
rating = player_rating.rating
except Exception:
pass
status = await matchmaking_service.join_queue(
user_id=ctx.auth_user_id,
username=ctx.authenticated_user.username,
rating=rating,
websocket=ctx.websocket,
connection_id=ctx.connection_id,
)
await ctx.websocket.send_json({
"type": "queue_joined",
**status,
})
async def handle_queue_leave(data: dict, ctx: ConnectionContext, *, matchmaking_service=None, **kw) -> None:
if not matchmaking_service or not ctx.auth_user_id:
return
removed = await matchmaking_service.leave_queue(ctx.auth_user_id)
await ctx.websocket.send_json({
"type": "queue_left",
"was_queued": removed,
})
async def handle_queue_status(data: dict, ctx: ConnectionContext, *, matchmaking_service=None, **kw) -> None:
if not matchmaking_service or not ctx.auth_user_id:
await ctx.websocket.send_json({"type": "queue_status", "in_queue": False})
return
status = await matchmaking_service.get_queue_status(ctx.auth_user_id)
await ctx.websocket.send_json({
"type": "queue_status",
**status,
})
HANDLERS = {
"create_room": handle_create_room,
"join_room": handle_join_room,
@@ -503,4 +569,7 @@ HANDLERS = {
"leave_room": handle_leave_room,
"leave_game": handle_leave_game,
"end_game": handle_end_game,
"queue_join": handle_queue_join,
"queue_leave": handle_queue_leave,
"queue_status": handle_queue_status,
}