Hub / Hardware / Gateway

implemented

Gateway

Match server — positions, spells, lighting & audio bridges.

Gateway concept
Concept illustration — not a wiring reference

Engineering

Gateway — match server implemented

Node.js, Postgres and admin UI in gateway_server/. The gateway owns game state, spell/hit resolution, tracking and device management. Hardware deployment and future arena capabilities retain their own acceptance status.

Current responsibilities

  • Spells, HP/mana, treasure nodes, match state and hit resolution
  • Wand range/IMU ingestion and positioning; anchor assignment and TDMA configuration
  • WebSocket smart-block FX broadcast; HTTP management and OTA coordination
  • Audio bridge to the separate controller on UDP :4120/:4121

Implementation boundary

Obstacle auto-mapping and a full Art-Net/sACN lighting fleet are future work. Lighting :4123/:4124 is a design path, not the current block transport. The separate 600-pixel floor has its own gateway renderer and firmware; physical timing/commissioning remain open, and the one-strip obstacle firmware does not control it.

Unity replays the scene and VFX; the server resolves hits at release and applies those cached results after flight time. It does not re-test collisions against subsequently moving players. Architecture · Network.

The historical venue model includes a used SFF PC in a ~21k CZK gateway/charger/hazer/props bucket, with ~324k CZK full CAPEX excluding DMX. These are dated planning inputs, not current quotes for the revised hardware. Budget context.