Add ahk/ placeholder for the unrecovered game-console bridge scripts

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Cyd
2026-07-01 11:23:25 -05:00
co-authored by Claude Opus 4.8
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# ahk/ — Game-console AutoHotkey bridge
This folder is the home for the **AutoHotkey scripts** that bridge PQS to the FS
game console. **The scripts are not yet recovered** — this is a placeholder so
they land in version control the moment they surface.
## What these scripts do
PQS does not control the pods directly. On the console operator's PC, AutoHotkey
scripts:
1. Read the plain-text output of PQS endpoints:
- [`getFSgame.php`](../getFSgame.php) — next mission's settings, newline-delimited.
- [`getFSplayers.php`](../getFSplayers.php) — 16 CSV lines (one per pod slot):
`active,callsign,rosterNum,team,unit`.
2. **Keyboard-inject** those values into the game console UI.
3. The game console then configures the physical pods.
See [`../docs/ARCHITECTURE.md`](../docs/ARCHITECTURE.md) §4 "How the mission
reaches the pods" for full context.
## Why this matters
The **real output contract** of `getFSgame.php` / `getFSplayers.php` (exact field
order, line count, delimiters, timing) is defined by these scripts — not by the
PHP, which can only be *inferred*. Recovering them is a prerequisite before
changing anything about how missions reach the pods.
## When you recover the scripts
- Drop the `.ahk` file(s) here.
- Note which machine they ran on and how they were launched (startup, hotkey,
scheduled, manual).
- Record the AutoHotkey version (v1 vs v2 syntax differ significantly).
- Document, from the script, the exact expected layout of each `getFS*.php`
response so the contract is captured even if the game console changes.