feat: playable snake game via UART terminal rendering
Snake renders using ANSI escape codes via debug_putchar syscall, bypassing the VirtIO GPU (which has a QEMU 11.x legacy MMIO bug where transfer_to_host_2d succeeds but doesn't transfer data). Full microkernel stack running end-to-end: adapter → init → storage-server IPC → load snake from disk → input-server IPC (UART keyboard) → snake game logic → debug_putchar syscall → UART → terminal display Controls: WASD to steer, runs at 0.2s tick rate. Green O=head, o=body, red @=food, #=border.
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@@ -8,20 +8,7 @@ use types::bounded::CapSlot;
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#[unsafe(no_mangle)]
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extern "C" fn main() {
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let mut fb = VirtioFramebuffer::new();
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use port_framebuffer::Framebuffer;
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use types::display::{Color, Dimension, ScreenCoord};
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// Initial clear to dark blue so we know the GPU works
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fb.clear(Color::rgb(0, 0, 40));
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fb.fill_rect(
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ScreenCoord::new(10), ScreenCoord::new(10),
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Dimension::new(200), Dimension::new(30),
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Color::rgb(255, 255, 255),
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);
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fb.flush();
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let fb = VirtioFramebuffer::new();
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let mut srv = display_server::server::DisplayServer::new(fb);
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let ep = CapSlot::new(0).unwrap();
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server_framework::serve(&mut srv, ep);
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