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LedWizEquivalent output names had a stray "{name}\" prefix and matched no physical output. Use the flat "{name}.NN" form like every other controller.
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Superseded by #60 — that fixes the resolver (CabinetOutputList::GetByName, matching C#'s Cabinet.Outputs[OutputName]) so the hierarchical {ctrl}{output} reference resolves without flattening it. Root cause instead of the per-controller symptom fix here. |
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Fix
PinOneAutoConfiguratorbuilt eachLedWizEquivalentoutput name as{name}\{name}.NN(a stray{name}\prefix). Physical outputs are named{name}.NN, so none matched. Use the flat{name}.NNform like every other controller's auto-configurator (LedWiz, Pac*, Pinscape, DudesCab).Why it matters
LedWizEquivalent::ResolveOutputsloggedResolved 0 of N outputs— the ledcontrol/toy mappings loaded but were never wired to the PinOne, so no game event could drive an output. With the fix:Resolved 63 of 63(verified on a real PinOne).Related
Same failure reported in #31 — that log shows the identical
Resolved 0 of 63 outputswith backslash-prefixedPinOne Controller 01\{0}.NNnames. It was worked around in a personal debug branch (since deleted) that never merged upstream, so the bug is still inmaster.