This is the dev documentation for an unreleased version of MPF!
This is the documentation for MPF 0.54+, which is the “dev” (next) release of MPF that is a work-in-progress. Unless you’re specifically looking for this version, you probably want to use the version of documentation called “latest” which is for the latest released version of MPF. That documentation is at docs.missionpinball.org/en/latest.
The Switch Controller is responsible for receiving all hardware switch state changes and translating them into MPF events which are broadcast out to all the other game modules. In other words, the switch controller is the only part of the game that actually receives notification of the physical switches-—it’s the only thing that “talks to” the switch hardware. Everything else in the game just waits for the switch controller to tell it that a switch action happened, rather than all different parts of the game all talking to hardware.
Why do we force everything to talk to the switch controller instead of letting individual modules talk to the switches directly? Lots of reasons:
- The switch controller has the intelligence to know whether a switch is normally open (NO) or normally closed (NC), based on how each switch is configured in the machine configuration files. This means that all the game modules only have to listen for the switch active and switch inactive events, rather than each module needing the intelligence to transpose the switch states as needed.
- The switch controller can change the timing of switches, even applying software delays and debouncing to switches, and this is all hidden from the other MPF modules.
- The switch controller can “hide” physical switch activities from the game. This is most useful for broken switches that are firing like crazy. If the switch controller notices that a switch is going nuts, it can suppress those events, slow them down, or just ignore them altogether. That way you can just write your game code to say something like “when this switch is active, assign these points” and you don’t have to worry about a bad switch giving all your players high scores! (This functionality is not yet complete)
- The switch controller can also reprogram the game logic around broken switches. So if it knows that a switch is broken, it can send the game switch events for the broken switch when some alternate switch is hit. This means that each of your game modules can automatically get the benefit of this intelligent switch substitution without you having to write anything special. (Again, how this substitution takes place and which switches can be substituted for others is all configurable in your config files.)
- Since the switch controller is the only interface into the game for switches, it can “inject” switch events from any source. For example, MPF includes functionality to simulate switch events with a computer keyboard (for testing and debugging), as well as switch events from a mobile phone or table. We also have a plug-in to read and playback switch events from log files from games that already ran, as well as the ability to write scripts that simulate games. All this is done by interfacing to the switch controller—-your actual game code doesn’t know (or care) where the original switch events came from.