Expand Glitch operations hub, cabinet authoring, deployment, and RFID support
Operator hub - Introduce Escape Gallery branding and Glitch: the Dark Machine room views - Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states - Add device feedback panels with RFID readings, input/output states, and stale status - Add logged operator hardware interventions with request deduplication Room and cabinet authoring - Add a visual custom-PCB connection editor with per-cabinet device inventory - Support device IDs, bindings, wiring notes, input polarity, and validation - Add physical-room label/dimension toggles and editable doorway annotations - Preserve doorway changes through undo, save, and revert - Expand cabinet profiles, room layout, and Glitch scenario resources Scenarios and gameplay - Add per-assignment game configuration and runtime feature validation - Add timed test wins and Frogger individual-home objectives - Add the three-cabinet timed/score/Frogger test scenario - Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display - Require physical Start after an accepted scan and prevent duplicate credits Pi hardware and deployment - Add GPIO feedback sampling and a separate multiplexed RFID helper - Validate reader pin ownership and input/output conflicts - Add SSH cabinet startup and Pi desktop-session service support - Add master packaging, site setup, SSH enrollment, and staged cabinet releases - Verify deployment manifests and support explicit activation/status/log commands Documentation and verification - Consolidate the root README around the current architecture and setup workflow - Add the complete master/Pi/RFID export and deployment walkthrough - Document network isolation, credentials, card identification, and rollback - Add PCB, room-editor, feedback, credit, deployment, and controller tests - Isolate protocol tests from designer-edited cabinet configurations Known limitations - RFID helper compilation and physical Pi commissioning remain unverified - Fleet provisioning does not yet configure RFID-only installations completely - Broader Pac-Man tests retain a ghost-capture assertion failure - Staged exports must be rebuilt and checked before deploying runtime 2.3
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@@ -231,7 +231,12 @@ var simulation_driver := EditorSimulationDriver.new()
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var editor_selection := EscapeRoomEditorSelection.new()
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var doorway_tool: Button
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var doorway_check: CheckBox
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var swing_check: CheckBox
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func _ready() -> void:
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_setup_view_controls()
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select_tool_button.button_pressed = true
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@@ -1503,6 +1508,9 @@ func _on_show_connections_check_box_toggled(
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)
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func _clear_property_panel() -> void:
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if doorway_check != null:
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doorway_check.disabled = true
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swing_check.disabled = true
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selected_label.text = (
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"Nothing selected"
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@@ -1668,6 +1676,7 @@ func _on_wall_creation_requested(
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wall.start = start
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wall.end = end
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wall.thickness = 0.10
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wall.is_doorway = doorway_tool.button_pressed
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if undo_redo == null:
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_add_wall(
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@@ -1828,10 +1837,15 @@ func _refresh_wall_property_panel(
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return
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selected_label.text = (
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"Wall: %s"
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("Doorway: %s" if wall.is_doorway else "Wall: %s")
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% wall.wall_id
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)
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doorway_check.disabled = false
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doorway_check.set_pressed_no_signal(wall.is_doorway)
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swing_check.set_pressed_no_signal(wall.swing_reversed)
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swing_check.disabled = not wall.is_doorway
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wall_start_x_spin_box.set_value_no_signal(
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wall.start.x * METERS_TO_FEET
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)
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@@ -3001,3 +3015,68 @@ func _on_room_layout_refresh_requested() -> void:
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status_label.text = (
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"Physical room refreshed."
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)
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func _setup_view_controls() -> void:
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var toolbar := draw_wall_button.get_parent()
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doorway_tool = Button.new()
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doorway_tool.text = "DRAW DOORWAY"
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doorway_tool.toggle_mode = true
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doorway_tool.button_group = draw_wall_button.button_group
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doorway_tool.tooltip_text = "Drag from hinge to opposite jamb. Align with a wall to create an opening."
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toolbar.add_child(doorway_tool)
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toolbar.move_child(doorway_tool, draw_wall_button.get_index() + 1)
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doorway_tool.pressed.connect(func(): room_layout.set_edit_mode(RoomLayout.EditMode.DRAW_WALL))
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var view_bar := HBoxContainer.new()
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toolbar.get_parent().add_child(view_bar)
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toolbar.get_parent().move_child(view_bar, toolbar.get_index() + 1)
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for title in ["Labels", "Dimensions"]:
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var toggle := CheckBox.new()
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toggle.text = title
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toggle.button_pressed = true
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view_bar.add_child(toggle)
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if title == "Labels":
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toggle.toggled.connect(room_layout.set_labels_visible)
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else:
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toggle.toggled.connect(room_layout.set_dimensions_visible)
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doorway_check = CheckBox.new()
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doorway_check.text = "Doorway opening"
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doorway_check.disabled = true
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doorway_check.toggled.connect(func(value: bool): _commit_door_setting("is_doorway", value))
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swing_check = CheckBox.new()
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swing_check.text = "Reverse door swing"
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swing_check.disabled = true
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swing_check.toggled.connect(func(value: bool): _commit_door_setting("swing_reversed", value))
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var properties := delete_wall_button.get_parent()
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properties.add_child(doorway_check)
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properties.add_child(swing_check)
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properties.move_child(doorway_check, delete_wall_button.get_index())
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properties.move_child(swing_check, delete_wall_button.get_index())
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func _commit_door_setting(property: String, value: bool) -> void:
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if context == null:
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return
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var target := context.get_room()
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var wall := target.get_wall(room_layout.selected_wall_id)
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if wall == null:
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doorway_check.set_pressed_no_signal(false)
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swing_check.set_pressed_no_signal(false)
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return
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var old: bool = wall.get(property)
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if old == value:
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return
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if undo_redo == null:
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_apply_door_setting(target, wall, property, value)
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return
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undo_redo.create_action("Edit doorway", UndoRedo.MERGE_DISABLE, target)
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undo_redo.add_do_method(self, "_apply_door_setting", target, wall, property, value)
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undo_redo.add_undo_method(self, "_apply_door_setting", target, wall, property, old)
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undo_redo.commit_action()
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func _apply_door_setting(target: RoomDefinition, wall: RoomWallDefinition, property: String, value: bool) -> void:
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if not target.walls.has(wall):
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return
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wall.set(property, value)
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context.room_edit_session.mark_dirty()
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room_layout.queue_redraw()
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_refresh_wall_property_panel(wall.wall_id)
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