diff --git a/ahk/README.md b/ahk/README.md new file mode 100644 index 0000000..149629e --- /dev/null +++ b/ahk/README.md @@ -0,0 +1,36 @@ +# 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.