- Add a four-second arcade-style boot sequence followed by the Character / Nickname introduction. - Separate cabinet power-on from RFID credit and player Start. - Add operator Power on control and cabinet power-state reporting. - Prevent repeated power commands from restarting boot or gameplay. - Ignore RFID scans received before the cabinet is ready. - Add power-state, RFID, controller, and GPIO feedback regression tests. - Expand the master walkthrough with export, packaging, file transfer, fresh-Pi setup, RFID compilation, and end-to-end testing instructions. - Correct tester hardware documentation: BCM23/J20 drives an LED; physical buttons connect through a separate I2C1 input board. - Document operator-triggered power-on as the current test workflow and retain the temporary 2.4 configuration compatibility notes. - Record successful physical testing of power-on, RFID credit, and player Start. - Add an Odin integration README describing the proposed Rust/NATS bridge, shared messages, Flutter GM interface, autopilot sequencing, hardware ownership, and Starfish SSH-management role. - Define migration milestones and information needed from the framework owner; link the integration guide from the root README. Validation: 69 controller tests, 10 GPIO tests, Pac-Man power/RFID checks, managed-cabinet lifecycle checks, and visual screen inspection.
171 lines
7.3 KiB
GDScript
171 lines
7.3 KiB
GDScript
extends Node
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const VERSION := "arcade-cabinet-2.4"
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var cabinet_id := "cabinet_01"
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var database: ProjectDatabase = preload("res://data/project_database.tres")
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var cabinet: CabinetProfile
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var connection: Node
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var game: ArcadeGame
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var session := ""
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var phase := "idle"
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var boot := ""
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var reports: Array[Dictionary] = []
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var outcomes: Dictionary = {}
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var busy := false
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var executing := false
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var event_number := 0
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var notice: Label
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var test_win_remaining := -1.0
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func _process(delta: float) -> void:
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if phase != "playing" or test_win_remaining < 0.0 or game == null: return
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test_win_remaining -= delta
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if test_win_remaining <= 0.0:
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test_win_remaining = -1.0
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game.win_game()
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func _ready() -> void:
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var config := ConfigFile.new()
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config.load("user://arcade_network.cfg")
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cabinet_id = str(config.get_value("network", "cabinet_id", cabinet_id))
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for arg in OS.get_cmdline_user_args():
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if arg.begins_with("--cabinet="): cabinet_id = arg.trim_prefix("--cabinet=")
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for definition in database.cabinets:
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if str(definition.cabinet_id) == cabinet_id: cabinet = definition
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boot = Crypto.new().generate_random_bytes(16).hex_encode()
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# Remote mode must never also run the launcher's local reward mapping.
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RoomRuntime.active_assignment = null
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HardwareManager.active_cabinet = null
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connection = preload("res://core/network/room_connection.gd").new()
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add_child(connection)
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connection.configure("cabinet")
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var layer := CanvasLayer.new()
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add_child(layer)
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notice = Label.new()
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notice.text = "Waiting for the room operator"
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notice.position = Vector2(30, 1000)
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notice.add_theme_font_size_override("font_size", 22)
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layer.add_child(notice)
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var timer := Timer.new()
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timer.wait_time = .5
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timer.timeout.connect(poll)
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add_child(timer)
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timer.start()
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poll()
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func poll() -> void:
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if busy or executing: return
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busy = true
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if game != null and phase in ["ready", "powered_off", "booting"] and game.has_method("receive_device_feedback") and HardwareManager.real_gpio and HardwareManager.client != null:
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game.receive_device_feedback(HardwareManager.client.get_feedback())
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var sent := reports.duplicate(true)
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var result: Dictionary = await connection.post("/cabinet/poll", {
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"cabinet": cabinet_id, "protocol": 2, "boot": boot, "version": VERSION,
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"features": ["assignment_config_v1", "device_feedback_v1", "rfid_credit_v1", "pacman_power_v1"],
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"feedback": HardwareManager.client.get_feedback() if HardwareManager.real_gpio and HardwareManager.client != null else {},
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"gpio": "real" if HardwareManager.real_gpio else "simulation", "reports": sent,
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})
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busy = false
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if result.has("error"):
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notice.text = "Room connection unavailable — waiting to reconnect"
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return
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for report in sent: reports.erase(report)
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if str(result.get("session", "")) != session:
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session = str(result.get("session", ""))
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outcomes.clear()
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reports.clear()
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unload()
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phase = "idle"
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for command in result.get("commands", []):
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executing = true
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await execute(command)
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executing = false
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notice.text = "Waiting for the room operator" if game == null else ""
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func unload() -> void:
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test_win_remaining = -1.0
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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if is_instance_valid(game):
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remove_child(game)
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game.queue_free()
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game = null
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func event(name: String) -> void:
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if name == "started" and game != null:
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test_win_remaining = float(game.run_config.get("test_auto_win_seconds", -1.0))
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elif name in ["won", "lost"]:
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test_win_remaining = -1.0
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event_number += 1
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reports.append({"kind": "event", "id": boot + ":" + str(event_number), "session": session, "event": name})
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phase = {"started": "playing", "won": "won", "lost": "lost"}.get(name, phase)
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if name in ["won", "lost"] and game != null:
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game.set_process_unhandled_input(false)
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game.set_process_input(false)
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func acknowledge(command: Dictionary, ok: bool, detail: String) -> void:
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var report := {"kind": "ack", "id": command.id, "session": session, "ok": ok, "detail": detail}
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outcomes[command.id] = report
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reports.append(report)
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func execute(command: Dictionary) -> void:
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if command.get("session") != session: return
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if outcomes.has(command.id):
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reports.append(outcomes[command.id])
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return
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match command.get("type"):
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"prepare":
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var definition: GameDefinition
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for entry in database.games:
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if str(entry.game_id) == str(command.get("game", "pacman")): definition = entry
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if definition == null or cabinet == null or not definition.can_run_on(cabinet):
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acknowledge(command, false, "Game is missing or incompatible with this cabinet")
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return
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if command.get("variant", "standard") != "standard":
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acknowledge(command, false, "Unsupported game variant")
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return
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unload()
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game = definition.scene.instantiate()
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if str(definition.game_id) == "missile_command": game.set("relative_mouse_aim", true)
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if str(definition.game_id) in ["missile_command", "tempest"] else Input.MOUSE_MODE_VISIBLE
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add_child(game)
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if game.has_signal("power_state_changed"):
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game.power_state_changed.connect(_power_changed)
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game.configure(command.get("game_config", {}).duplicate(true))
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if game.has_method("receive_device_feedback") and HardwareManager.client != null:
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game.receive_device_feedback(HardwareManager.client.get_feedback())
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game.game_started.connect(func(): event("started"))
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game.game_won.connect(func(): event("won"))
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game.game_lost.connect(func(): event("lost"))
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phase = {"off": "powered_off", "booting": "booting", "ready": "ready"}.get(str(game.get("power_state")), "ready") if game.has_signal("power_state_changed") else "ready"
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acknowledge(command, true, definition.display_name + " loaded: " + phase)
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"power_on":
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var ok: bool = game != null and phase == "powered_off" and game.has_method("power_on") and game.power_on()
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acknowledge(command, ok, "Power-on requested" if ok else "Cabinet is not powered off")
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"start":
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var ok: bool = game != null and phase == "ready" and game.start_game()
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acknowledge(command, ok, "Game started" if ok else "Cabinet was not ready")
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"reset":
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unload()
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phase = "idle"
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acknowledge(command, true, "Game unloaded; cabinet idle")
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"reward", "output":
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if (command.type == "reward" and phase != "won") or not HardwareManager.real_gpio or cabinet == null or cabinet.hardware_config == null:
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acknowledge(command, false, "Reward requires a win and real GPIO mode")
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return
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var action := cabinet.hardware_config.get_action(StringName(command.get("action_id", "coin_release")))
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if action == null:
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acknowledge(command, false, "Hardware action is not defined on this cabinet")
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return
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var ok: bool = await HardwareManager.client.send({
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"controller": str(cabinet.hardware_config.controller_id), "pin": action.gpio_pin,
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"mode": "pulse" if action.action_type == HardwareAction.ActionType.PULSE_OUTPUT else "set", "active_high": action.active_high, "duration_ms": action.pulse_duration_ms,
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"request_id": command.id,
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})
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acknowledge(command, ok, "GPIO bridge accepted pulse; delivery unconfirmed" if ok else "GPIO failed or acknowledgement lost; inspect cabinet")
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_:
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acknowledge(command, false, "Unsupported command")
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func _power_changed(state: String) -> void:
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if state == "off": return # prepare acknowledgement establishes this state
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phase = "booting" if state == "booting" else "ready"
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event("power_booting" if state == "booting" else "power_ready")
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