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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extends SceneTree
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func _initialize() -> void:
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call_deferred("run")
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func run() -> void:
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var agent = load("res://core/network/managed_cabinet.gd").new()
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root.add_child(agent)
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var injected := false
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var started_at := -1
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for i in range(350):
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await create_timer(.1).timeout
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if agent.phase == "playing" and started_at < 0: started_at = Time.get_ticks_msec()
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if agent.phase == "playing" and not injected:
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if agent.cabinet_id == "cabinet_02":
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injected = true
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agent.game._add_score(499)
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assert(agent.game.is_running and agent.game.state != "victory", "499 must not win")
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await create_timer(.3).timeout
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assert(agent.phase == "playing")
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agent.game._add_score(1)
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elif agent.cabinet_id == "cabinet_03" and agent.game.phase == "play":
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injected = true
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assert(agent.game.homes.count(true) == 0)
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agent.game.frog = Vector2(112,40)
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agent.game.hop_left = 0
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agent.game.step_world(0.0)
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assert(agent.game.homes.count(true) == 1)
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if agent.phase == "won":
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if agent.cabinet_id == "cabinet_01":
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assert(Time.get_ticks_msec()-started_at >= 4800, "Timer must run for five seconds")
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elif agent.cabinet_id == "cabinet_02": assert(agent.game.score == 500)
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elif agent.cabinet_id == "cabinet_03": assert(agent.game.homes.count(true) == 1)
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await create_timer(1.0).timeout
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quit()
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return
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push_error("Objective integration timed out on " + agent.cabinet_id)
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quit(1)
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