Protocol Overview: PlayerNet-CAN v2.0
Interactive gaming installations require deterministic, low-latency communication across 30 to 128 individual game tiles, sensor targets, and scoreboard displays spread across up to 100 metres of industrial cable. Standard Wi-Fi or Bluetooth mesh topologies struggle due to RF congestion, packet jitter, and collision contention.
The PlayerNet-CAN v2.0 protocol leverages ISO 11898-2 CAN 2.0B differential signalling running at 1.0 Mbps. By utilizing CAN non-destructive bitwise arbitration with a customized 29-bit Extended Identifier structure, PlayerNet-CAN guarantees that high-priority game events (tile hits) preempt background status and LED animation sync packets with less than 1.5ms worst-case latency.
29-Bit Extended CAN Identifier Frame Architecture
| Bit Range | Field Name | Width | Function |
|---|---|---|---|
| Bits 28–26 | PRIORITY | 3 bits | 000 = Emergency Stop, 001 = Hit Event, 010 = LED Frame, 101 = Telemetry |
| Bits 25–20 | MSG_TYPE | 6 bits | Function opcode (e.g. 0x02 = TILE_HIT, 0x05 = LED_SYNC) |
| Bits 19–12 | SRC_NODE | 8 bits | Source node ID (0x00 = Host, 0x01–0xFE = Sub-nodes) |
| Bits 11–4 | DST_NODE | 8 bits | Destination node ID (0x00 = Host, 0xFF = Broadcast) |
| Bits 3–0 | SEQ_NUM | 4 bits | Rolling sequence counter for packet deduplication |
Hardware Pinout & Signal Mapping
| Pin # | Net Name | Type | MCU GPIO | Signal Description |
|---|---|---|---|---|
| 1 | CAN_H | Differential Bus | — | CAN High Differential Signal (120 Ohm split termination) |
| 2 | CAN_L | Differential Bus | — | CAN Low Differential Signal |
| 3 | GND_CAN | Ground | — | Common Bus Reference Ground |
| 4 | V_BUS_24V | Power Distribution | — | Auxiliary 24V DC Venue Power Bus |