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[pbmserv-dev] New guy strikes back



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
> >
> >
> >
> > To unsubscribe, send a message to esquire@gamerz.net with
> > 	unsubscribe pbmserv-dev@gamerz.net
> > as the BODY of the message.  The SUBJECT is ignored.
> >
> >
> > To unsubscribe, send a message to esquire@gamerz.net with
> > 	unsubscribe pbmserv-dev@gamerz.net
> > as the BODY of the message.  The SUBJECT is ignored.
> >
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
> 	unsubscribe pbmserv-dev@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
>
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
> 	unsubscribe pbmserv-dev@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
>


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