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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@@ -0,0 +1,64 @@
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extends SceneTree
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var failures := 0
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func check(value: bool, message: String) -> void:
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if not value:
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failures += 1
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push_error(message)
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func _initialize() -> void:
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run.call_deferred()
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func run() -> void:
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var room := RoomDefinition.new()
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var wall := RoomWallDefinition.new()
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wall.wall_id = &"wall"
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wall.end = Vector2(4, 0)
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var door := RoomWallDefinition.new()
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door.wall_id = &"door"
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door.start = Vector2(1, 0)
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door.end = Vector2(2, 0)
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door.is_doorway = true
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room.walls.assign([wall, door])
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var path := "user://room_door_test.tres"
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check(ResourceSaver.save(room, path) == OK, "Initial room save")
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room.take_over_path(path)
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var session := RoomEditSession.new()
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session.begin(room)
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session.working_room.get_wall(&"door").swing_reversed = true
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session.mark_dirty()
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check(session.is_dirty, "Door swing participates in dirty tracking")
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check(not door.swing_reversed, "Source isolated from edits")
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check(session.save(), "Save room")
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var loaded := ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE) as RoomDefinition
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check(loaded.get_wall(&"door").is_doorway and loaded.get_wall(&"door").swing_reversed, "Door save/reload")
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session.working_room.get_wall(&"door").is_doorway = false
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session.mark_dirty()
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check(session.is_dirty, "Door type participates in dirty tracking")
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session.revert()
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check(session.working_room.get_wall(&"door").is_doorway, "Revert restores doorway")
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DirAccess.remove_absolute(path)
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room.walls.assign([wall, door])
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var layout := RoomLayout.new()
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layout.item_scene = load("res://ui/RoomLayoutItem.tscn")
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root.add_child(layout)
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var device := RoomDeviceDefinition.new()
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device.device_id = &"lamp"
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device.display_name = "Reward lamp"
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room.devices.append(device)
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layout.configure(room, null)
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var ranges := layout._wall_solid_ranges(wall)
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check(ranges == [Vector2(0, 0.25), Vector2(0.5, 1)], "Door cuts wall opening")
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door.start = Vector2(2, 0)
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door.end = Vector2(1, 0)
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check(layout._wall_solid_ranges(wall) == ranges, "Reversed doorway endpoints")
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check(layout._find_wall_at_screen_position(layout.world_to_screen(Vector2(1.5, 0))) == door, "Door selected ahead of underlying wall")
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layout.set_labels_visible(false)
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check(not layout.item_nodes[&"lamp"].title_label.visible, "Hide item label")
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layout.configure(room, null)
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check(not layout.item_nodes[&"lamp"].title_label.visible, "Label preference survives rebuild")
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layout.set_labels_visible(true)
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check(layout.item_nodes[&"lamp"].title_label.visible, "Restore item label")
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layout.set_dimensions_visible(false)
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check(not layout.show_dimensions, "Dimension visibility")
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layout.queue_free()
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await process_frame
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print("Room editor tests: ", "PASS" if failures == 0 else "FAIL")
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quit(failures)
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@@ -0,0 +1 @@
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uid://0p3i2u8rm2x4
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