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Player plugin resources and native outputs - #42
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Implements IGamelogicNativeOutputs: every lamp, GI string, solenoid and mech by PinMAME number, mapped or not, once per poll. Value semantics are fixed per hardware generation, following libpinmame: physical lamps on Pinball 2000 and SAM LEDs above 80, physical solenoids where PWM integration is forced (SAM, Capcom, PinHeck, Pinball 2000), GI levels 0..8 on WPC and 0/9 elsewhere. Implements ISegmentDisplayMetadata with the segment layout per display and an upright hint for Gottlieb System 80.
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The hardware-generation rules for native output values (physical SAM LEDs above lamp 80 and all Pinball 2000 lamps, physical solenoids where PWM integration is forced, the GI maximum, upright Gottlieb System 80 segments) move into PinMameOutputModel, a Unity-free struct. The test project links it and covers the boundaries and generations.
pinmame-dotnet's GetChangedGIs(List) appends without clearing, unlike GetChangedLamps, so each poll dispatched all GI changes since the game started to lights, shared state and native output listeners.
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Lets plugins in the Player use PinMAME games. Requires the VPE plugin system (VisualPinball.Engine,
feat/player-plugins).IGamelogicNativeOutputs): every lamp, GI string, solenoid and mech is reported by its PinMAME number, mapped or not, once per poll. Backglass-only lamps reach plugins such as B2S this way.