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:
393
server/services/matchmaking.py
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393
server/services/matchmaking.py
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"""
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Matchmaking service for public skill-based games.
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Uses Redis sorted sets to maintain a queue of players looking for games,
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grouped by rating. A background task periodically scans the queue and
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creates matches when enough similar-skill players are available.
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"""
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import asyncio
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import json
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import logging
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import time
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from dataclasses import dataclass
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from typing import Optional
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from fastapi import WebSocket
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logger = logging.getLogger(__name__)
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@dataclass
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class QueuedPlayer:
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"""A player waiting in the matchmaking queue."""
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user_id: str
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username: str
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rating: float
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queued_at: float # time.time()
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connection_id: str
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@dataclass
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class MatchmakingConfig:
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"""Configuration for the matchmaking system."""
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enabled: bool = True
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min_players: int = 2
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max_players: int = 4
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initial_rating_window: int = 100 # +/- rating range to start
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expand_interval: int = 15 # seconds between range expansions
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expand_amount: int = 50 # rating points to expand by
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max_rating_window: int = 500 # maximum +/- range
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match_check_interval: float = 3.0 # seconds between match attempts
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countdown_seconds: int = 5 # countdown before matched game starts
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class MatchmakingService:
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"""
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Manages the matchmaking queue and creates matches.
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Players join the queue with their rating. A background task
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periodically scans for groups of similarly-rated players and
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creates games when matches are found.
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"""
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def __init__(self, redis_client, config: Optional[MatchmakingConfig] = None):
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self.redis = redis_client
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self.config = config or MatchmakingConfig()
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self._queue: dict[str, QueuedPlayer] = {} # user_id -> QueuedPlayer
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self._websockets: dict[str, WebSocket] = {} # user_id -> WebSocket
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self._connection_ids: dict[str, str] = {} # user_id -> connection_id
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self._running = False
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self._task: Optional[asyncio.Task] = None
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async def join_queue(
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self,
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user_id: str,
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username: str,
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rating: float,
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websocket: WebSocket,
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connection_id: str,
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) -> dict:
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"""
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Add a player to the matchmaking queue.
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Returns:
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Queue status dict.
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"""
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if user_id in self._queue:
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return {"position": self._get_position(user_id), "queue_size": len(self._queue)}
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player = QueuedPlayer(
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user_id=user_id,
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username=username,
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rating=rating,
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queued_at=time.time(),
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connection_id=connection_id,
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)
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self._queue[user_id] = player
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self._websockets[user_id] = websocket
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self._connection_ids[user_id] = connection_id
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# Also add to Redis for persistence across restarts
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if self.redis:
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try:
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await self.redis.zadd("matchmaking:queue", {user_id: rating})
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await self.redis.hset(
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"matchmaking:players",
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user_id,
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json.dumps({
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"username": username,
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"rating": rating,
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"queued_at": player.queued_at,
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"connection_id": connection_id,
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}),
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)
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except Exception as e:
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logger.warning(f"Redis matchmaking write failed: {e}")
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position = self._get_position(user_id)
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logger.info(f"Player {username} ({user_id[:8]}) joined queue (rating={rating:.0f}, pos={position})")
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return {"position": position, "queue_size": len(self._queue)}
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async def leave_queue(self, user_id: str) -> bool:
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"""Remove a player from the matchmaking queue."""
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if user_id not in self._queue:
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return False
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player = self._queue.pop(user_id, None)
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self._websockets.pop(user_id, None)
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self._connection_ids.pop(user_id, None)
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if self.redis:
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try:
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await self.redis.zrem("matchmaking:queue", user_id)
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await self.redis.hdel("matchmaking:players", user_id)
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except Exception as e:
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logger.warning(f"Redis matchmaking remove failed: {e}")
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if player:
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logger.info(f"Player {player.username} ({user_id[:8]}) left queue")
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return True
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async def get_queue_status(self, user_id: str) -> dict:
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"""Get current queue status for a player."""
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if user_id not in self._queue:
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return {"in_queue": False}
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player = self._queue[user_id]
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wait_time = time.time() - player.queued_at
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current_window = self._get_rating_window(wait_time)
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return {
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"in_queue": True,
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"position": self._get_position(user_id),
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"queue_size": len(self._queue),
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"wait_time": int(wait_time),
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"rating_window": current_window,
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}
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async def find_matches(self, room_manager, broadcast_game_state_fn) -> list[dict]:
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"""
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Scan the queue and create matches.
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Returns:
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List of match info dicts for matches created.
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"""
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if len(self._queue) < self.config.min_players:
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return []
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matches_created = []
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matched_user_ids = set()
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# Sort players by rating
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sorted_players = sorted(self._queue.values(), key=lambda p: p.rating)
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for player in sorted_players:
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if player.user_id in matched_user_ids:
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continue
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wait_time = time.time() - player.queued_at
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window = self._get_rating_window(wait_time)
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# Find compatible players
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candidates = []
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for other in sorted_players:
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if other.user_id == player.user_id or other.user_id in matched_user_ids:
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continue
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if abs(other.rating - player.rating) <= window:
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candidates.append(other)
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# Include the player themselves
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group = [player] + candidates
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if len(group) >= self.config.min_players:
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# Take up to max_players
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match_group = group[:self.config.max_players]
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matched_user_ids.update(p.user_id for p in match_group)
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# Create the match
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match_info = await self._create_match(match_group, room_manager)
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if match_info:
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matches_created.append(match_info)
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return matches_created
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async def _create_match(self, players: list[QueuedPlayer], room_manager) -> Optional[dict]:
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"""
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Create a room for matched players and notify them.
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Returns:
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Match info dict, or None if creation failed.
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"""
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try:
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# Create room
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room = room_manager.create_room()
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# Add all matched players to the room
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for player in players:
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ws = self._websockets.get(player.user_id)
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if not ws:
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continue
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room.add_player(
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player.connection_id,
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player.username,
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ws,
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player.user_id,
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)
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# Remove matched players from queue
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for player in players:
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await self.leave_queue(player.user_id)
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# Notify all matched players
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match_info = {
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"room_code": room.code,
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"players": [
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{"username": p.username, "rating": round(p.rating)}
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for p in players
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],
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}
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for player in players:
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ws = self._websockets.get(player.user_id)
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if ws:
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try:
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await ws.send_json({
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"type": "queue_matched",
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"room_code": room.code,
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"players": match_info["players"],
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"countdown": self.config.countdown_seconds,
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})
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except Exception as e:
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logger.warning(f"Failed to notify matched player {player.user_id[:8]}: {e}")
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# Also send room_joined to each player so the client switches screens
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for player in players:
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ws = self._websockets.get(player.user_id)
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if ws:
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try:
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await ws.send_json({
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"type": "room_joined",
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"room_code": room.code,
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"player_id": player.connection_id,
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"authenticated": True,
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})
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# Send player list
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await ws.send_json({
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"type": "player_joined",
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"players": room.player_list(),
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})
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except Exception:
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pass
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avg_rating = sum(p.rating for p in players) / len(players)
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logger.info(
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f"Match created: room={room.code}, "
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f"players={[p.username for p in players]}, "
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f"avg_rating={avg_rating:.0f}"
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)
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# Schedule auto-start after countdown
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asyncio.create_task(self._auto_start_game(room, self.config.countdown_seconds))
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return match_info
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except Exception as e:
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logger.error(f"Failed to create match: {e}")
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return None
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async def _auto_start_game(self, room, countdown: int):
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"""Auto-start a matched game after countdown."""
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from game import GamePhase, GameOptions
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await asyncio.sleep(countdown)
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if room.game.phase != GamePhase.WAITING:
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return # Game already started or room closed
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if len(room.players) < 2:
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return # Not enough players
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# Standard rules for ranked games
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options = GameOptions()
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options.flip_mode = "never"
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options.initial_flips = 2
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try:
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async with room.game_lock:
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room.game.start_game(1, 9, options) # 1 deck, 9 rounds, standard rules
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# Send game started to all players
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for pid, rp in room.players.items():
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if rp.websocket and not rp.is_cpu:
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try:
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state = room.game.get_state(pid)
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await rp.websocket.send_json({
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"type": "game_started",
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"game_state": state,
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})
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except Exception:
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pass
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logger.info(f"Auto-started matched game in room {room.code}")
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except Exception as e:
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logger.error(f"Failed to auto-start matched game: {e}")
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def _get_rating_window(self, wait_time: float) -> int:
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"""Calculate the current rating window based on wait time."""
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expansions = int(wait_time / self.config.expand_interval)
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window = self.config.initial_rating_window + (expansions * self.config.expand_amount)
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return min(window, self.config.max_rating_window)
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def _get_position(self, user_id: str) -> int:
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"""Get a player's position in the queue (1-indexed)."""
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sorted_ids = sorted(
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self._queue.keys(),
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key=lambda uid: self._queue[uid].queued_at,
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)
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try:
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return sorted_ids.index(user_id) + 1
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except ValueError:
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return 0
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async def start(self, room_manager, broadcast_fn):
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"""Start the matchmaking background task."""
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if self._running:
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return
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self._running = True
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self._task = asyncio.create_task(
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self._matchmaking_loop(room_manager, broadcast_fn)
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)
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logger.info("Matchmaking service started")
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async def stop(self):
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"""Stop the matchmaking background task."""
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self._running = False
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if self._task:
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self._task.cancel()
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try:
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await self._task
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except asyncio.CancelledError:
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pass
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logger.info("Matchmaking service stopped")
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async def _matchmaking_loop(self, room_manager, broadcast_fn):
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"""Background task that periodically checks for matches."""
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while self._running:
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try:
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matches = await self.find_matches(room_manager, broadcast_fn)
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if matches:
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logger.info(f"Created {len(matches)} match(es)")
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# Send queue status updates to all queued players
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for user_id in list(self._queue.keys()):
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ws = self._websockets.get(user_id)
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if ws:
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try:
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status = await self.get_queue_status(user_id)
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await ws.send_json({
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"type": "queue_status",
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**status,
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})
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except Exception:
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# Player disconnected, remove from queue
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await self.leave_queue(user_id)
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except Exception as e:
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logger.error(f"Matchmaking error: {e}")
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await asyncio.sleep(self.config.match_check_interval)
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async def cleanup(self):
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"""Clean up Redis queue data on shutdown."""
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if self.redis:
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try:
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await self.redis.delete("matchmaking:queue")
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await self.redis.delete("matchmaking:players")
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except Exception:
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pass
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