extends Node const VERSION := "arcade-cabinet-2.3" var cabinet_id := "cabinet_01" var database: ProjectDatabase = preload("res://data/project_database.tres") var cabinet: CabinetProfile var connection: Node var game: ArcadeGame var session := "" var phase := "idle" var boot := "" var reports: Array[Dictionary] = [] var outcomes: Dictionary = {} var busy := false var executing := false var event_number := 0 var notice: Label var test_win_remaining := -1.0 func _process(delta: float) -> void: if phase != "playing" or test_win_remaining < 0.0 or game == null: return test_win_remaining -= delta if test_win_remaining <= 0.0: test_win_remaining = -1.0 game.win_game() func _ready() -> void: var config := ConfigFile.new() config.load("user://arcade_network.cfg") cabinet_id = str(config.get_value("network", "cabinet_id", cabinet_id)) for arg in OS.get_cmdline_user_args(): if arg.begins_with("--cabinet="): cabinet_id = arg.trim_prefix("--cabinet=") for definition in database.cabinets: if str(definition.cabinet_id) == cabinet_id: cabinet = definition boot = Crypto.new().generate_random_bytes(16).hex_encode() # Remote mode must never also run the launcher's local reward mapping. RoomRuntime.active_assignment = null HardwareManager.active_cabinet = null connection = preload("res://core/network/room_connection.gd").new() add_child(connection) connection.configure("cabinet") var layer := CanvasLayer.new() add_child(layer) notice = Label.new() notice.text = "Waiting for the room operator" notice.position = Vector2(30, 1000) notice.add_theme_font_size_override("font_size", 22) layer.add_child(notice) var timer := Timer.new() timer.wait_time = .5 timer.timeout.connect(poll) add_child(timer) timer.start() poll() func poll() -> void: if busy or executing: return busy = true if game != null and phase == "ready" and game.has_method("receive_device_feedback") and HardwareManager.real_gpio and HardwareManager.client != null: game.receive_device_feedback(HardwareManager.client.get_feedback()) var sent := reports.duplicate(true) var result: Dictionary = await connection.post("/cabinet/poll", { "cabinet": cabinet_id, "protocol": 2, "boot": boot, "version": VERSION, "features": ["assignment_config_v1", "device_feedback_v1", "rfid_credit_v1"], "feedback": HardwareManager.client.get_feedback() if HardwareManager.real_gpio and HardwareManager.client != null else {}, "gpio": "real" if HardwareManager.real_gpio else "simulation", "reports": sent, }) busy = false if result.has("error"): notice.text = "Room connection unavailable — waiting to reconnect" return for report in sent: reports.erase(report) if str(result.get("session", "")) != session: session = str(result.get("session", "")) outcomes.clear() reports.clear() unload() phase = "idle" for command in result.get("commands", []): executing = true await execute(command) executing = false notice.text = "Waiting for the room operator" if game == null else "" func unload() -> void: test_win_remaining = -1.0 Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if is_instance_valid(game): remove_child(game) game.queue_free() game = null func event(name: String) -> void: if name == "started" and game != null: test_win_remaining = float(game.run_config.get("test_auto_win_seconds", -1.0)) elif name in ["won", "lost"]: test_win_remaining = -1.0 event_number += 1 reports.append({"kind": "event", "id": boot + ":" + str(event_number), "session": session, "event": name}) phase = {"started": "playing", "won": "won", "lost": "lost"}.get(name, phase) if name in ["won", "lost"] and game != null: game.set_process_unhandled_input(false) game.set_process_input(false) func acknowledge(command: Dictionary, ok: bool, detail: String) -> void: var report := {"kind": "ack", "id": command.id, "session": session, "ok": ok, "detail": detail} outcomes[command.id] = report reports.append(report) func execute(command: Dictionary) -> void: if command.get("session") != session: return if outcomes.has(command.id): reports.append(outcomes[command.id]) return match command.get("type"): "prepare": var definition: GameDefinition for entry in database.games: if str(entry.game_id) == str(command.get("game", "pacman")): definition = entry if definition == null or cabinet == null or not definition.can_run_on(cabinet): acknowledge(command, false, "Game is missing or incompatible with this cabinet") return if command.get("variant", "standard") != "standard": acknowledge(command, false, "Unsupported game variant") return unload() game = definition.scene.instantiate() if str(definition.game_id) == "missile_command": game.set("relative_mouse_aim", true) Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if str(definition.game_id) in ["missile_command", "tempest"] else Input.MOUSE_MODE_VISIBLE add_child(game) game.configure(command.get("game_config", {}).duplicate(true)) if game.has_method("receive_device_feedback") and HardwareManager.client != null: game.receive_device_feedback(HardwareManager.client.get_feedback()) game.game_started.connect(func(): event("started")) game.game_won.connect(func(): event("won")) game.game_lost.connect(func(): event("lost")) phase = "ready" acknowledge(command, true, definition.display_name + " loaded and ready") "start": var ok: bool = game != null and phase == "ready" and game.start_game() acknowledge(command, ok, "Game started" if ok else "Cabinet was not ready") "reset": unload() phase = "idle" acknowledge(command, true, "Game unloaded; cabinet idle") "reward", "output": if (command.type == "reward" and phase != "won") or not HardwareManager.real_gpio or cabinet == null or cabinet.hardware_config == null: acknowledge(command, false, "Reward requires a win and real GPIO mode") return var action := cabinet.hardware_config.get_action(StringName(command.get("action_id", "coin_release"))) if action == null: acknowledge(command, false, "Hardware action is not defined on this cabinet") return var ok: bool = await HardwareManager.client.send({ "controller": str(cabinet.hardware_config.controller_id), "pin": action.gpio_pin, "mode": "pulse" if action.action_type == HardwareAction.ActionType.PULSE_OUTPUT else "set", "active_high": action.active_high, "duration_ms": action.pulse_duration_ms, "request_id": command.id, }) acknowledge(command, ok, "GPIO bridge accepted pulse; delivery unconfirmed" if ok else "GPIO failed or acknowledgement lost; inspect cabinet") _: acknowledge(command, false, "Unsupported command")