PC3 Phase 2.2: game-server orchestration + POST /api/worlds/{id}/join
- backend/app/services/game_servers.py: an in-process supervisor. One
headless Godot dedicated-server process per world, keyed by world_id,
spawned on demand from the join endpoint, port-allocated from a
configured range, with a background reaper that kills a world's server
once its status file reports 0 players for the idle timeout. Off by
default (GAME_SERVERS_ENABLED); the checkpoint/playtest launcher enables it.
- POST /api/worlds/{id}/join -> {world_id, host, port}; 404 for
unknown/hidden worlds, 503 when orchestration is disabled. Auth required.
- main.py lifespan starts/stops the supervisor.
- config.py: GODOT_BIN, GAME_PROJECT_DIR, GAME_SERVER_HOST, port range,
idle timeout.
- tests/test_world_join.py (auth / 404 / visibility / 503) -- suite 72 passed.
- checkpoint runner also runs the 2p multiplayer shell test.
Verified end to end: enabled orchestration, POST /join spawned the Godot
server, a real client connected to the returned address and moved; backend
shutdown reaped the process.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
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@@ -9,12 +9,15 @@ from app.config import settings
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from app.routers import auth, users, worlds, assets, avatar
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from app.services.game_servers import supervisor
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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"""Application lifespan: startup and shutdown events."""
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# Startup: initialize database, connect to Redis, etc.
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supervisor.start()
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yield
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# Shutdown: close connections, cleanup
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await supervisor.shutdown()
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app = FastAPI(
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