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RE: [pbmserv-dev] New guy
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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