Add serial upload tool for rapid Lua game iteration
Implements a complete serial upload workflow that allows uploading and immediately testing Lua games via USB serial connection. New Components: - SerialUploader: Receives files via serial, writes to SD card - upload_game.py: Python tool for sending files from host computer - Protocol: Text-based with base64 encoding for reliability Key Features: - Uploads file to /games folder on SD card - Overwrites existing files (FA_CREATE_ALWAYS) - Auto-launches uploaded game immediately - Proper memory cleanup (prevents Lua state conflicts) SD Card Fixes: - Fixed SPI speed management (12.5MHz for SD, 32MHz for display) - Fixed SD write protocol (poll for data response token) - Added speed switching wrappers around all FatFS operations - Cleaned up excessive debug output Game Launcher Improvements: - Added clear_games() to prevent duplicate registrations - Added cleanup in select_game_by_name() to delete old instances - Added exact match priority in game selection - LuaGameLoader now has clear_factory_data() for memory cleanup Integration: - Added serial_uploader to CMakeLists.txt - Integrated into main loop in basic1.cpp - Re-scans games after upload to pick up new files Documentation: - UPLOAD_TOOL.md: Usage instructions - sd_card_best_practices.md: Critical lessons learned Known Issues: - Game launch after upload occasionally causes freeze (needs investigation) - Display may not refresh properly after upload Usage: python upload_game.py games/lua_examples/2048.lua /dev/tty.usbmodem101 Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -8,6 +8,7 @@
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#include "display/low_level_render.h"
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#include "display/low_level_gui.h"
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#include <stdio.h>
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#include <cstring>
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GameLauncher::GameLauncher(uint16_t width, uint16_t height,
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LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
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@@ -212,6 +213,72 @@ void GameLauncher::reset() {
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printf("Launcher reset - returning to menu\n");
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}
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void GameLauncher::clear_games() {
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// Clean up currently selected game first
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if (selected_game) {
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delete selected_game;
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selected_game = nullptr;
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}
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// Clear the games vector
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games.clear();
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selected_index = 0;
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current_page = 0;
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printf("Launcher: Cleared all registered games\n");
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}
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bool GameLauncher::select_game_by_name(const char* name) {
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// Clean up old game first if one exists
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if (selected_game) {
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printf("Cleaning up previous game...\n");
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delete selected_game;
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selected_game = nullptr;
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}
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// First pass: search for exact match (prefer exact matches)
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for (size_t i = 0; i < games.size(); i++) {
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if (strcmp(games[i].name, name) == 0) {
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printf("Found exact match: %s\n", games[i].name);
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// Create and initialize the game
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selected_game = games[i].factory(width, height, renderer, gui, input_manager);
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if (selected_game) {
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printf("Game instance created, initializing...\n");
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selected_game->init();
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selected_index = i;
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current_page = i / GAMES_PER_PAGE;
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return true;
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} else {
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printf("Failed to create game instance\n");
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return false;
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}
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}
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}
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// Second pass: search in reverse order for partial match (newest files first)
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for (int i = games.size() - 1; i >= 0; i--) {
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if (strstr(games[i].name, name) != nullptr) {
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printf("Found partial match: %s (searching for: %s)\n", games[i].name, name);
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// Create and initialize the game
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selected_game = games[i].factory(width, height, renderer, gui, input_manager);
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if (selected_game) {
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printf("Game instance created, initializing...\n");
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selected_game->init();
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selected_index = i;
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current_page = i / GAMES_PER_PAGE;
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return true;
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} else {
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printf("Failed to create game instance\n");
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return false;
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}
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}
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}
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printf("Game not found: %s\n", name);
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return false;
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}
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int GameLauncher::get_total_pages() const {
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if (games.empty()) return 1;
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return (games.size() + GAMES_PER_PAGE - 1) / GAMES_PER_PAGE;
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