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
This commit is contained in:
Jeff Luke committed 2026-10-17 14:53:54 -07:00
1 parent 705ec31e0b
commit c1b2195834
90 files changed
+4969 -456

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extends SceneTree
var failures := 0
func check(condition: bool, message: String) -> void:
if not condition:
failures += 1
push_error(message)
func _initialize() -> void:
run.call_deferred()
func run() -> void:
if "--preview" in OS.get_cmdline_user_args():
root.gui_embed_subwindows = true
root.size = Vector2i(1200, 850)
var board := CabinetPCBConfig.new()
check(board.ports().size() == 22, "All 22 connectors must be present")
check(board.port("J15").bcm == 21 and board.port("J10").bcm == 5, "Three pin order")
check(board.port("J22").bcm == 25 and board.port("J17").bcm == 16, "Two pin order")
check(board.port("J2").label == "001" and board.port("J8").label == "111", "Reader selector order")
var reader := PCBConnection.new()
reader.port_id = "J1"
reader.device_type = "rfid"
reader.device_id = "reader_left"
reader.display_name = "Left RFID reader"
board.set_connection(reader)
var reader2: PCBConnection = reader.duplicate(true)
reader2.port_id = "J2"
reader2.device_id = "reader_right"
board.set_connection(reader2)
check(board.issues().is_empty(), "Valid readers")
var cabinet := CabinetProfile.new()
cabinet.display_name = "PCB editor test"
cabinet.pcb_config = board
var copy: CabinetProfile = cabinet.duplicate(true)
copy.pcb_config.connection("J1").display_name = "Other cabinet"
check(board.connection("J1").display_name == "Left RFID reader", "Cabinet deep-copy isolation")
var path := "user://pcb_test_roundtrip.tres"
check(ResourceSaver.save(cabinet, path) == OK, "Save cabinet")
var loaded := ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE) as CabinetProfile
check(loaded.pcb_config.connection("J2").device_id == "reader_right", "Save/reload connector data")
DirAccess.remove_absolute(path)
reader2.device_id = reader.device_id
check(not board.issues().is_empty(), "Duplicate IDs reported")
reader2.device_id = "reader_right"
var hardware := HardwareConfig.new()
var action := HardwareAction.new()
action.action_id = &"lamp"
action.gpio_pin = 17
hardware.actions.append(action)
check(not board.issues(hardware).is_empty(), "Reserved selector pin reported")
var output := PCBConnection.new()
output.port_id = "J22"
output.device_type = "led"
output.device_id = "lamp"
output.binding_id = "lamp"
board.set_connection(output)
action.gpio_pin = 18
check(not board.issues(hardware).is_empty(), "Output BCM mismatch reported")
action.gpio_pin = 25
check(board.issues(hardware).is_empty(), "Matching output action accepted")
cabinet.hardware_config = hardware
if not Engine.is_editor_hint():
print("PCB resource tests: ", "PASS" if failures == 0 else "FAIL")
quit(failures)
return
var property := preload("res://editor/hardware/pcb_editor_property.gd").new()
root.add_child(property)
property.set_object_and_property(cabinet, "pcb_config")
property._update_property()
property._open()
property._select("J2")
check(property.device_id.text == "reader_right", "Editor selects correct reader")
property.device_name.text = "Pending edit"
property._store()
check(board.connection("J2").display_name != "Pending edit", "Draft cannot change source before Apply")
property.dialog.hide()
property._open()
check(property.device_name.text != "Pending edit", "Cancel/reopen discards draft")
property._select("J22")
property.device_name.text = "Reward lamp"
property._store()
property.property_changed.connect(func(_key: StringName, value: Variant, _field: StringName, _changing: bool): cabinet.pcb_config = value)
property._apply()
check(cabinet.pcb_config.connection("J22").display_name == "Reward lamp", "Apply emits updated configuration")
if "--preview" in OS.get_cmdline_user_args():
root.size = Vector2i(1200, 850)
property.dialog.popup_centered(Vector2i(1120, 760))
await process_frame
await process_frame
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png("user://pcb_editor_preview.png")
print("Preview: ", OS.get_user_data_dir(), "/pcb_editor_preview.png")
property.queue_free()
await process_frame
print("PCB tests: ", "PASS" if failures == 0 else "FAIL")
quit(failures)
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uid://cbtyukgnhlhts
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extends SceneTree
var failures := 0
func check(ok: bool, message: String) -> void:
if not ok:
failures += 1
push_error(message)
func sample(id: String, uid := "1234ABCD", device := "cab1_rfid1", fresh := true, age := 0) -> Dictionary:
return {"fresh": fresh, "events": [{"id": id, "device": device, "kind": "rfid", "value": uid, "error": ""}], "devices": [{"id": device, "value": uid, "age_ms": age, "error": ""}]}
func _initialize() -> void:
call_deferred("run")
func run() -> void:
var game = load("res://games/pacman/pacman.gd").new()
root.add_child(game)
game.configure({"rfid_credit_device": "cab1_rfid1", "rfid_allowed_uids": ["1234ABCD"]})
check(not game.start_game(), "Start must require a credit")
game.receive_device_feedback({})
game.receive_device_feedback(sample("old"))
check(game.credits == 0, "First fresh snapshot must baseline historical scans")
game.receive_device_feedback(sample("wrong-reader", "1234ABCD", "other"))
game.receive_device_feedback(sample("wrong-card", "99999999"))
game.receive_device_feedback(sample("stale", "1234ABCD", "cab1_rfid1", true, 5000))
game.receive_device_feedback(sample("offline", "1234ABCD", "cab1_rfid1", false))
check(game.credits == 0, "Wrong reader/card, stale and offline samples must not credit")
game.receive_device_feedback(sample("scan"))
check(game.credits == 1 and game.view.credits == 1, "New accepted scan grants one visible credit")
game.receive_device_feedback(sample("scan"))
game.receive_device_feedback(sample("scan2"))
check(game.credits == 1, "Duplicate and additional scans must not stack credits")
check(game.start_game() and game.credits == 0, "Start consumes one credit")
game.receive_device_feedback(sample("during-play"))
check(game.credits == 0, "Playing scans must not bank credits")
game.reset_game()
game.receive_device_feedback(sample("scan"))
check(game.credits == 0, "Reset must not replay a prior event")
game.receive_device_feedback(sample("new-scan"))
check(game.credits == 1, "New scan works after reset")
game.configure({})
check(game.start_game(), "Ordinary non-RFID Pac-Man remains free start")
game.queue_free()
await process_frame
print("RFID credit tests: ", "PASS" if failures == 0 else "FAIL")
quit(1 if failures else 0)