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RE: [pbmserv-dev] New guy



game.cpp is where most of the logic is.

If you are just starting into that code, I would suggest reading with a
good debugger.

~ John Williams


On Mon, 27 Jun 2005, Michael Hammond wrote:

> Read what code?  Game.cpp?
>
> 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 4:00 PM
> To: pbmserv-dev@gamerz.net
> Subject: RE: [pbmserv-dev] New guy
>
> It's all part of the magic.
>
> Well, actually there is a bunch of usernames, passwords, and various filey
> bits involved, but you will have to read the code if you want to make sure
> it is doing the right thing.
>
> ~ John Williams
>
>
> On Mon, 27 Jun 2005, Michael Hammond wrote:
>
> > How does the server tell if the sender is the person whose turn it is?
> >
> > 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
> >
> >
> >
> > To unsubscribe, send a message to esquire@gamerz.net with
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> >
> >
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> >
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
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> as the BODY of the message.  The SUBJECT is ignored.
>
>
>
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> 	unsubscribe pbmserv-dev@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
>