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Re: [pbmserv-dev] New guy strikes back
- To: pbmserv-dev@gamerz.net
- Subject: Re: [pbmserv-dev] New guy strikes back
- From: Lyman Hurd <lhurd@yahoo.com>
- Date: Tue, 28 Jun 2005 13:41:22 -0700 (PDT)
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- Reply-to: pbmserv-dev@gamerz.net
- Sender: owner-pbmserv-dev@gamerz.net
It has been a while since I set things up but looking
through my source tree, it appears you need:
1) a users file in etc (all paths relative to
PBEM_HOME I believe).
2) a games directory containing a subdir for each game
name.
3) a history subdir
If I recall users file has to be hand edited to add
the dummy users and the rest of the directories are
populated at runtime.
However, I do not have a game up and running this
second to double check (I am sure other people will
refine this list).
Cheers,
Lyman
PS I have a unix background but have been doing all my
game development under Windows running MS Visual C++
(vsn 6 as well as .net 2003).
--- Michael Hammond <MCTMike@AbacusTech.Info> wrote:
> Hooray!
>
> Found the man file for make - found the -f switch
> for the input file. I
> pulled down the entire PBMServ source directory and
> ran Richard's makefile
> for the PBMServ. After clipping out the shogi and
> zertz games (they didn't
> want to compile), everything built.
>
> Tried to run gomoku, but got a complaint that it
> needed the PBMHome variable
> set. That has been set.
>
> Now when I try to run gomoku I get this fun message:
>
>
> $ ./gomoku move 101 hal ibm g8
> Segmentation fault (core dumped)
>
> Ideas? It's occurred to me that the server doesn't
> have a user identity for
> me, nor has game 101 been created yet.
>
> Mike
>
> -----Original Message-----
> From: owner-pbmserv-dev@gamerz.net
> [mailto:owner-pbmserv-dev@gamerz.net] On
> Behalf Of John Williams
> Sent: Tuesday, June 28, 2005 11:23 AM
> To: pbmserv-dev@gamerz.net
> Subject: RE: [pbmserv-dev] New guy
>
> On Tue, 28 Jun 2005, Michael Hammond wrote:
>
> > I'm feeling a little like an infant here... How do
> I run it?
>
> type "make"
>
> > FULL DISCLOSURE: I'm a Windows guy. I've done
> almost nothing with unix,
> so
> > I'm kinda going by feel here. How do I launch the
> makefile? What files
> > need to be where in order for it to work?
>
> Howdy, Windows. I'm a Unix guy. I've done almost
> nothing with windows,
> so I cannot hold your hand here. I can point you in
> the right direction,
> but you are going to need to read about "make" and
> "gcc" and programming
> in C++ on your own.
>
> Assuming you get a unix-like environment going with
> cygwin, you will see
> several files mentioned in the Makefile. Those are
> the files you need.
> (The .o files are built from .cpp and .h files.)
>
> ~ John Williams
>
>
> > -----Original Message----- From:
> owner-pbmserv-dev@gamerz.net
> > [mailto:owner-pbmserv-dev@gamerz.net] On Behalf Of
> John Williams
> > Sent: Tuesday, June 28, 2005 10:37 AM
> > To: pbmserv-dev@gamerz.net
> > Subject: RE: [pbmserv-dev] New guy
> >
> > Here's a minimalistic Makefile for compiling
> gomoku.
> >
> >
> >
> > CC=g++
> > OBJS=board2d.o chkuser.o file.o game.o gamefile.o
> lists.o ratings.o
> > sendmail.o strutl.o
> > CFLAGS=-g -Wall -Wno-switch
> > LIBS=-lm
> >
> > .SUFFIXES: .c .cpp .o
> >
> > .cpp.o:
> > $(CC) $(CFLAGS) -c $<
> >
> > gomoku: gomoku.o gomoku_main.cpp $(OBJS)
> > $(CC) $(CFLAGS) -o gomoku gomoku.o
> gomoku_main.cpp $(OBJS) $(LIBS)
> >
> >
> >
> > On Tue, 28 Jun 2005, Michael Hammond wrote:
> >
> > > What's the complete list of files I need to
> compile on my local CYGWIN
> > > implementation in order to simulate PBMServ?
> > >
> > > Mike
> > >
> > > -----Original Message-----
> > > From: owner-pbmserv-dev@gamerz.net
> [mailto:owner-pbmserv-dev@gamerz.net]
> > On
> > > Behalf Of John Williams
> > > Sent: Monday, June 27, 2005 2:13 PM
> > > To: pbmserv-dev@gamerz.net
> > > Subject: RE: [pbmserv-dev] New guy
> > >
> > > On Mon, 27 Jun 2005, Michael Hammond wrote:
> > >
> > > > I see apps referring to an array called
> 'moves', but I can't figure
> out
> > > > where that's coming from. Where is that
> declared?
> > >
> > > In one of the classes you inherit from. You can
> look at old moves or
> find
> > > out what move it currently is (moves.Count()).
> But most games shouldn't
> > > care.
> > >
> > > > Can anybody walk me through a typical move
> processing sequence? I'm
> > > trying
> > > > to wrap my brain around what happens in what
> order. First, the e-mail
> > > shows
> > > > up in the PBMServ inbox. Last, the PBMServ
> sends the response to the
> > > > sender. What happens in the middle?
> > >
> > > Well, first there is some sendmail and perl
> magic which happens, but
> let's
> > > skip all that. Eventually a command like the
> following is run:
> > >
> > > gomoku move 101 hal ibm g8
> > >
> > > When you successfully compile gomoku.* you
> should get an executable
> called
> > > "gomoku", which you can use for testing from the
> command line.
> (Actually
> > > you might need to tweak sendmail.cpp if it is
> still hardcoded to use
> > > /usr/sbin/sendmail: replace "/usr/sbin/sendmail"
> with "/bin/cat" and the
> > > board will be send to STDOUT.)
> > >
> > > So, anyway, you run the gomoku executable with
> the same arguments you
> > > would have put on the subject line, and the flow
> is vaguely like this:
> > >
> > > magic happens...
> > > Gomoku::MakeMove("g8") is called.
> > > it uses GetAt() and PutAt() to alter the board.
> > > Gomoku::IsGameOver is called.
> > > ...more magic happens...
> > > Gomoku::PrintBoard is called for each player.
> > >
> > > ~ John Williams
> > >
> > >
> > >
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> > >
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