mirror of
https://github.com/tbamud/tbamud.git
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- Updated idle timer to keep track of imms too (thanks Jamdog). - Standardized OLC messages. - Removed special procedures that were replaced with trigedit. - Updated README.WIN, README.MSVC8, and README.CYGWIN. --Rumble
1131 lines
48 KiB
Text
1131 lines
48 KiB
Text
Updated: Apr 2007
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Frequently Asked Questions (FAQ) for tbaMUD with Answers
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This file is intended to cover common questions related to tbaMUD. Any
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contributions and corrections are more than welcome. It is currently
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maintained by Rumble of the Builder Academy. Please stop by the Builder
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Academy if you have any corrections or additions: builderacademy.net 9091
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This FAQ was originally written by Ryan Watkins (VampLestat) and later
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maintained by Alex Flectcher (Furry).
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Another great resource is online at: http://www.circlemud.org/cdp/wtfaq/
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But, a lot of the information has not been maintained and is outdated.
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______________________________________________________________________
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Table of Contents
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1. Introduction
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1.1 I've never played a MUD before. What should I do?
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1.2 I'm new to C and/or coding. What do I do?
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1.3 I want to build my own MUD. Where do I start?
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1.4 What is tbaMUD?
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1.5 What is the history of tbaMUD?
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1.6 Where is the original CircleMUD so I can check it out?
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1.7 Will the tbaMUD creators visit my mud?
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1.8 What is UNIX?
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2. Resources
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2.1 Where do I find the source code for tbaMUD?
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2.2 Where do I find areas, etc. for tbaMUD?
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2.3 I have questions about tbaMUD. Where should I go?
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2.4 How do I subscribe/unsubscribe to the Mailing List?
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2.5 To what platforms has tbaMUD been ported?
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2.6 How can I submit code or areas for use with tbaMUD?
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2.7 How do I use a patch file and how can I make one?
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3. Compiling tbaMUD
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3.1 Why do I get many syntax errors with Sun's ``cc'' compiler?
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3.2 Why do I get all sorts of errors with ``crypt'' functions and header files?
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3.3 When I try to compile, why do I get a lot of undefined symbols
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referenced in comm.o for functions like socket, accept, and bind?
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3.4 Every time I try to compile tbaMUD (or any other piece of software)
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under Linux, it gives me errors and says it cannot find include header
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files in the linux/ and asm/ directories. What can I do?
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3.5 I'm getting compilation errors from a header file, and I didn't even
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change it?
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3.6 I'm trying to compile the MUD on Windows and am having problems,
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what can I do?
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3.7 How can I do a ``grep'' on Windows?
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3.8 While compiling the MUD, why do I get errors like ``foo.c:1231:
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Undefined symbol `_whereamI' referenced from text segment''
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3.9 What is a parse error and how do I fix it?
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3.10 I have this piece of code that calls bcopy(), bzero(), and bcmp()
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and it won't compile, so what can I do?
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3.11 My compiler doesn't have ``strdup()'', what can I do?
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3.12 I am having trouble with my ``makefile'', what could be the problem?
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3.13 How can I handle directories in C?
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4. Running tbaMUD
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4.1 I typed ``autorun'' but then my terminal just froze.
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4.2 I typed ``bin/circle'' and got lots of boot messages, but then it
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said ``Entering game loop'' and froze.
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4.3 Okay, I think the MUD is running but why don't I get a login prompt?
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4.4 How come I get this error when running my MUD: ``Error reading board:
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No such file or directory''
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4.5 I just got this SIGPIPE, what is it and what Can I Do About It?
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4.6 When I run tbaMUD under Linux, it tells me ``gethostbyaddr:
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connection refused'' when the MUD boots, and then dies. Why?
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4.7 When I run tbaMUD under Windows, it tells me ``Winsock error
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#10047'' when the MUD boots, and then dies. Why?
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4.8 When I run tbaMUD under Windows, players can't rent---their
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equipment is just dropped on the ground, syslogs don't work, so what
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is the problem?
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4.9 When someone logs on to my Windows MUD, the console screen gives:
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``gethostbyaddr: No such file or directory''
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4.10 My MUD crashed and my connection got closed. What can I do?
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4.11 Ok, so how do I use ``gdb''?
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4.12 How can I hunt bugs more effectively?
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4.13 I just added n levels to my MUD (from the stock 34). How do I set
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my imps up to level n without a pfile wipe?
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4.14 I decided to wipe my pfile away anyway. What steps should I take to
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do this?
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4.15 I want to expand the ability to pk in my MUD, allowing ASSASSINS
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that'll be able to PK without getting flagged. How can I do this?
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4.16 Why does it say ``Connection closed by foreign host.'' and not
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display the ``Byebye!'' message I'm trying to send before cutting
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someone off?
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4.17 I run my MUD on a unix system and the pfile/rent file works great,
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but on my home system it's all screwed up. What gives?
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4.18 How do I get the tbaMUD to autoload when the Linux server is
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restarted?
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4.19 My server shuts down my MUD everytime I logoff. How do I keep the
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MUD running when I logoff?
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5. tbaMUD Questions
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5.1 Why does tbaMUD use BUF switches all through the code, what's
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happening here?
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5.2 How do I add a new class? How do I add more levels? etc?
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______________________________________________________________________
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1. Introduction
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1.1. I've never played a MUD before. What should I do?
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Don't try to use your own copy of tbaMUD! There are two levels of MUD
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users: players and administrators. Administrators do what you're trying to
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do now -- get a copy of a MUD's source code, compile it, and run it.
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Players use MUDs that are being administered by someone else. If you try to
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actually run a MUD before you've ever played one, you'll get very confused
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indeed! Your best bet for now is to play someone else's MUD first. There
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are a large number of excellent MUDs out there already, some of which are
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based on tbaMUD code. A good place to start looking is the MUD Connector
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at: http://mudconnector.com/
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1.2. I'm new to C and/or coding. What do I do?
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First, a MUD is not a learning project. It has tens of thousands of lines to
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it, many of which are obscure and unclear to even moderately skilled
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programmers. Those little, ``Hello, world,'' programs are for learning,
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maybe little math tests, etc. A MUD is a pretty ambitous project to start
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with. That's like trying to run before you can walk, and while there's more
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difficult things than a MUD to start with, there's a ton of easier things
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you should start with. Second, if you are persistent, get a good C
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reference book and read the code, try to comprehend what everything is doing
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(to some small extent). You should probably avoid comm.c as it is home to
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the socket functions which general C books don't cover and are usually
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explained in other books on network programming. Then try small projects,
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something similar to what already exists. This way, you can get away with a
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cut-and-paste job and changing some of the code. Adding a simple version of
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races isn't all that difficult, just examine the class code in class.c and
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the CON_QCLASS block in interpreter.c, cut, paste, and modify. Also look at
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structs.h, for "#define CLASS_" You'll begin understanding more and more of
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the code as you copy and change it, eventually you'll be able to write a
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whole function by yourself. Spend time learning, going with haste will hurt
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you more than it will help you.
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1.3. I want to build my own MUD. Where do I start?
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Many common questions arise from new MUD admins. It is a good idea to pay
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attention to them and take their answers to heart. These include things
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like the following:
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I don't have any coding experience with MUDs, but do have a lot of ideas for
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my own. I have played many MUDs for a LONG time, though.
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Read the FAQ. MUD Experience doesn't help a huge amount. Code experience
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does.
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I am interested in having a level system of 1-50 mortal and 51-60 imms. I
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am also interested in adding races and classes. How can I accomplish these
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things?
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By checking the FTP Site under contrib.
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(ftp://ftp.circlemud.org/pub/CircleMUD/contrib). Learn a lot from there and
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*know* the FAQ.
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1.4. What is tbaMUD?
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TbaMUD is a DikuMUD derivitave, developed by Jeremy Elson as CircleMUD from
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Gamma v0.0 of DikuMUD created by Hans Henrik Staerfeldt, Katja Nyboe, Tom
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Madsen, Michael Seifert and Sebastian Hammer at DIKU (Computer Science
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Instutute at Copenhagen University). Note that CircleMUD is a Diku
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derivative, so its users must follow the DIKU license agreement---most
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notably it cannot be used to make money in ANY way, the original developers'
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names must be in the login screen and that the credits command always presents
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the same information, etc.
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tbaMUD's vision is to provide the MUDding community a stable and functional
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codebase that includes an in-depth World and help files that makes it ready
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to be molded into a custom MUD by its coders and builders. We also provide
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multiple resources to allow for feedback, contribution, and the sharing of
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ideas within the MUDding community to ensure constant development and
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improvements.
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TbaMUD is highly developed from the programming side, but highly UNdeveloped
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on the game-playing side. So, if you're looking for a huge MUD with billions
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of spells, skills, classes, and races, tbaMUD will disappoint you. TbaMUD still
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has only the 4 original Diku classes, the original spells, and the original
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skills. On the other hand, if you're looking for a highly stable, developed,
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organized, and well documented "blank slate" MUD on which you can put your OWN
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ideas for spells, skills, and classes, then tbaMUD is what what you are looking
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for.
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1.5. What is the history of tbaMUD?
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Version 3.51 release: February, 2007
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Version 3.5 release: December 2006
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Version 3.1 (yes, no beta pl): November 18, 2002
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Version 3.00 beta pl22 release: October 4, 2002
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Version 3.00 beta pl21 release: April 15, 2002
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Version 3.00 beta pl20 release: January 15, 2002
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Version 3.00 beta pl19 release: August 14, 2001
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Version 3.00 beta pl18 release: March 18, 2001
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Version 3.00 beta pl17 release: January 23, 2000
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Version 3.00 beta pl16 release: August 30, 1999
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Version 3.00 beta pl15 release: March 16, 1999
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Version 3.00 beta pl14 release: July 3, 1998
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Version 3.00 beta pl13a release: June 4, 1998
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Version 3.00 beta pl13 release: June 1, 1998
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Version 3.00 beta pl12 release: October 29, 1997
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Version 3.00 beta pl11 release: April 14, 1996
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Version 3.00 beta pl10 release: March 11, 1996
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Version 3.00 beta pl9 release: February 6, 1996
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Version 3.00 beta pl8 release: May 23, 1995
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Version 3.00 beta pl7 release: March 9, 1995
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Version 3.00 beta pl6 release: March 6, 1995
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Version 3.00 beta pl5 release: February 23, 1995
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Version 3.00 beta pl4 release: September 28, 1994
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Version 3.00 beta pl1-3, internal releases for beta-testers.
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Version 3.00 alpha: Ran on net for testing. Code not released.
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Version 2.20 release: November 17, 1993
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Version 2.11 release: September 19, 1993
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Version 2.10 release: September 1, 1993
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Version 2.02 release: Late August 1993
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Version 2.01 release: Early August 1993
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Version 2.00 release: July 16, 1993 (Initial public release)
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1.6. Where is the original tbaMUD so I can check it out?
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The Builder Academy
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builderacademy.net 9091
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1.7 Will the tbaMUD creators visit my mud?
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While there is a possibility that one (or more) of the tbaMUD creators
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will drop by your MUD for a visit, to play, or to simply look around,
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there is a slim chance that they will identify themselves. You won't.
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We don't want free wizzes or favors for our work here. In fact, we
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will state categorically that if anyone comes on your MUD claiming to be
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associated with us, they aren't.
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1.8. What is UNIX?
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UNIX is not an operating system of itself, it's a type (flavour, if you
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will) of operating systems. Many different kinds of UNIXes exist. Some of
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them are free, some of them are not. How to tell if you have a UNIX
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operating system? Well, UNIXes have the `ps' command, tend to have a `%' or
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`#' prompt, give you a home directory, `who' will show who else is on the
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system, etc. Many UNIX systems (such as Linux) strive to be POSIX
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compatible, so you'll probably see POSIX mentioned, too. POSIX is, roughly,
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the standards which UNIX operating systems go by. It says what makes an
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operating system part of the UNIX family and so forth. Some UNIX operating
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systems are not 100% POSIX compatible, actually, most aren't. The following
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are types of UNIX (but not all the existing flavours): Linux, FreeBSD, BSD,
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BSDi, Solaris. There are others. UNIX operating systems are command-based
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and Microsoft does not make a variant.
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2. Resources
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2.1. Where do I find the source code for tbaMUD?
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TbaMUD's complete source code and areas are available for download at:
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http://cwg.lazuras.org/modules.php?name=Downloads
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There is also a tbaMUD Home Page at:
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http://tbaMUD.com/
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2.2. Where do I find areas, etc. for tbaMUD?
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All donated areas have been added to the latest version of tbaMUD. If you
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wish to donate some of your own work stop by the Builder Academy.
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2.3. I have questions about tbaMUD. Where should I go?
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If you have general questions about the MUD such as how to get it running,
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how to add new spells, how to add new skills, etc., the first place you
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should look is the documentation. `coding.doc' will have information about
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how to add new spells, skills, commands, etc. `building.doc' has information
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about how to create new worlds, how to read the database files, etc. There
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are many other documents in the doc directory with useful information.
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If you still have questions after reading the doucmentation, you can try
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asking on one of the mailing lists:
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http://cwg.lazuras.org/modules.php?name=Forums
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http://groups.yahoo.com/group/circle-newbies/
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http://post.queensu.ca/cgi-bin/listserv/wa?SUBED1=circle&A=1
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http://groups.yahoo.com/group/dg_scripts/
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2.4. How do I subscribe/unsubscribe to the Mailing List?
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The CWG forums are available at:
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http://cwg.lazuras.org/modules.php?name=Forums
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The older and less active CircleMUD mailing list can be found here:
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http://post.queensu.ca/cgi-bin/listserv/wa?SUBED1=circle&A=1
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2.5. To what platforms has tbaMUD been ported?
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TbaMUD is very portable because it uses the GNU autoconf system, meaning you
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only need to type ``configure'' to have it automatically determine various
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features of your system and configure the code accordingly. TbaMUD compiles
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without changes under most BSD and SVR4 systems, including SunOS, Solaris,
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Ultrix, IRIX, AIX, Linux, BSD/OS, HP/UX, and others.
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TbaMUD has also been ported to various non-UNIX platforms. You can now
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compile it under OS/2 2.x and 3.x with the OS/2 port of gcc, Windows using
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Microsoft Visual C++ version 4.0 or 5.0, Cygwin, Borland (now Inprise) C++,
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Watcom v.11, Cygnus GNU-WIN32, LCC, Macintosh with CodeWarrior, Amiga, and
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Acorn RiscOS.
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2.6. How can I submit code or areas for use with tbaMUD?
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Stop by the Builder Academy. builderacademy.net 9091 or visit the CWG forums.
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2.7. How do I use a patch file and how can I make one?
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Patch files are created and used using the ``diff'' and ``patch'' utilities,
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respectively. These are the various parameters to use with diff (all work in
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general on unix based systems, but check out the help entries to be certain.
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diff -uN [original_src_directory] [altered_src_directory] > Patch
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-u is the unified output. ie. it tells diff to output the text what is
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called ``patch'' style. On some systems, you will have to use -c but it
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generates much larger and harder to follow patches.
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-N Tells diff to treat files that are in one directory and not there in the
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other as being empty in the one they are not there. It allows entire files
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to be included into the patch.
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-r recursive, add r to the uN above if you want it to recursively add in
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any subdirectories. (be careful with this one)
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-p Tells diff to indicate what function is being ``patched'' in each
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section. This may not be supported by all versions of ``diff.''
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If you download a patch file and would like to add it to your code, first
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make sure to read any instructions that the patch author might have written.
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The command used to add the patch may vary depending on how the patch was
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created. This should given in the first line of the patch or in the
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instructions. Normally, if using GNU patch with a unified diff, the command
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should be:
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patch -u < [patchfile]
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If the patch was created with a SYSV patcher (i.e. not a unified diff), the
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patch should be added with:
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patch -c < [patchfile]
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Of course, if the instructions state otherwise, ignore any instruc- tions
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given here and follow the instructions given with the patchfile instead.
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Finally, in modern patches, there are three characters of interest to note:
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o ! :: The line changes between new and old.
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o + :: This line is added to the old to make the new.
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o - :: This line is removed from the old to make the new.
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o The rest of the lines are just there to give you an idea of where
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to change.
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3. Compiling tbaMUD
|
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3.1. Why do I get many syntax errors with Sun's ``cc'' compiler?
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Because tbaMUD is written in ANSI C, and Sun's standard cc compiler isn't
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capable of compiling ANSI C code. You can try acc, Sun's ANSI C compiler,
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but it costs extra money to get it from Sun so your sysadmin may not have
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installed it. Most don't. The best solution is to get the GCC compiler
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from the GNU FTP site (ftp://ftp.gnu.org/pub/gnu) and install it, if you
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have enough time and space.
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3.2. Why do I get all sorts of errors with ``crypt'' functions and
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header files?
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(This information applies ONLY to Version 3.0 of the code). TbaMUD
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normally uses the UNIX crypt() function to enrypt players' passwords.
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Because of export restrictions imposed by the U.S., some systems do not have
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the crypt() function. ``configure'' will usually be able to figure out
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whether or not your system has crypt(), but if it guesses incorrectly and
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you see problems with the crypt() function or headers, you can manually
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disable password encryption by going into the sysdep.h source file and
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uncommenting the line that reads:
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#define NOCRYPT
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Be warned, however, that doing this causes the MUD to store players'
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passwords in plaintext rather than as encrypted strings. Also, if you move
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from a system which has crypt to one that doesn't, players won't be able to
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log in with their old passwords!
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3.3. When I try to compile, why do I get a lot of undefined symbols
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referenced in comm.o for functions like socket, accept, and bind?
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|
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SVR4 systems require the socket and nsl libraries for network programs. You
|
|
shouldn't see this error any more with version 3.0 because ``configure''
|
|
should automatically use those libraries for you; however, if you still have
|
|
problems, try adding ``-lsocket -lnsl'' to the line in the Makefile that
|
|
links all the object files together into the 'circle' binary.
|
|
|
|
If you're using V2.20 and you have this error, the best thing to do is
|
|
simply to use V3.0 instead. If you insist on using 2.20, go into the
|
|
Makefile and search for the comment next to ``SVR4''.
|
|
|
|
3.4. Every time I try to compile tbaMUD (or any other piece of software)
|
|
under Linux, it gives me errors and says it cannot find include header
|
|
files in the linux/ and asm/ directories. What can I do?
|
|
|
|
Under Linux, you cannot compile any program unless you install the kernel
|
|
source code because the kernel source includes the ANSI C header files. You
|
|
need the files in /usr/include/linux, which are distributed separately from
|
|
the rest of /usr/include.
|
|
|
|
The easiest way to do this if you're using the Slackware Linux distribution
|
|
is simply to install the 'K' series of disks which is the kernel source.
|
|
|
|
Otherwise, you'll have to set up your include files manually. The easiest
|
|
way to get these is to download kernel source from:
|
|
|
|
http://www.kernel.org/mirrors/
|
|
|
|
Get the kernel source that matches the kernel you're running (type `uname
|
|
-a' to find your kernel version). Then unpack the kernel into the usr/src
|
|
/directory. It's about 13 megabytes compressed and 54 megabytes
|
|
uncompressed (For the 2.2.9 kernel).
|
|
|
|
Read the README file that comes with the kernel, and make the symbolic links
|
|
you need for /usr/include/asm and /usr/include/linux.
|
|
|
|
Now compile the MUD. This will take care of most of the errors. You may
|
|
have to do `make config' and `make dep' in /usr/src/linux as well, in order
|
|
to make linux/config.h and other files that get generated by these steps.
|
|
|
|
You can remove the whole kernel source tree except for include/ at
|
|
this point and get most of your 48.5 megs back.
|
|
|
|
(Thanks to Michael Chastain for providing this answer.)
|
|
|
|
|
|
3.5. I'm getting compilation errors from a header file, and I didn't even
|
|
change it?
|
|
|
|
Okay, if you really didn't change ``structs.h'' then the error isn't in
|
|
``structs.h''. I think I've seen 2 cases where this has happened, the
|
|
first, is that the header file you included right before the header file
|
|
messing has an error in it. I can't really say much beyond that, but look
|
|
for a missing semicolon, are any other errors you can find.
|
|
|
|
If you include files out of order, it can mess things up. For example, B.h
|
|
has stuff in it that is defined in A.h, and if you include B.h before A.h,
|
|
you can get errors, your best bet here is to mess with the order of the
|
|
headers, making sure you put ``conf.h'' and ``sysdep.h'' at the top,
|
|
followed by ``structs.h'', ``utils.h'', etc. Any file specific headers
|
|
should be the last one included just for coding style.
|
|
|
|
|
|
3.6. I'm trying to compile the mud on Windows and am having prob- lems,
|
|
what can I do?
|
|
|
|
The first thing to do is to make sure you are compiling a recent version of
|
|
the source code. Patch Level 11 and onwards all support Windows winsock
|
|
sockets now. Second, you should ensure that you have carefully read the
|
|
README.WIN file for instructions on what to include. Next, ensure that you
|
|
are using a C compiler that supports long filenames (for example, MSVC 4.0
|
|
does, MSVC 1.0 does not). If you happen to be trying to patch something
|
|
into your code, you should use patch for DOS
|
|
(ftp://204.119.24.14/pub/patch/patch12.zip). This does not support long
|
|
filenames (but can be used with short filenames).
|
|
|
|
|
|
3.7. How can I do a ``grep'' on Windows?
|
|
|
|
1. Select ``start menu''->``find''->``files or folders''
|
|
2. Enter the files/dirs to search in.
|
|
3. Select ``Advanced''
|
|
4. In the ``Containing Text'' input box, type in the text you want.
|
|
5. Double click on a match to bring up the file that matched.
|
|
Even better is to use MSVC's find command (if you have it).
|
|
|
|
|
|
3.8. While compiling the mud, why do I get errors like ``foo.c:1231:
|
|
Undefined symbol `_whereamI' referenced from text segment''
|
|
|
|
You forgot to include a source file into the make. Go edit your Makefile
|
|
and make sure all the necessary *.c files are in there, in particular,
|
|
whichever C file defines the function that the compiler is complaining is
|
|
undefined. If all else fails, try deleting all the *.o files and
|
|
recompiling from scratch.
|
|
|
|
|
|
3.9. What is a parse error and how do I fix it?
|
|
|
|
A parsing error is often a missing or extra semicolon, parenthesis, or
|
|
bracket ({).
|
|
|
|
If the parse error is before a semicolon at the end of a line of code, it is
|
|
something on that line.
|
|
|
|
If it is at the beginning of a line within a function, it is usually a
|
|
missing semicolon on the previous line.
|
|
|
|
If it is at the beginning of a function, count your brackets (especially the
|
|
{} ones) in the previous function.
|
|
|
|
I can't think of any other parse errors. These are the ones I commonly see.
|
|
With a bit of practice, they are very easy to locate and fix. For a more
|
|
detailed explanation, check out the C Language FAQ.
|
|
|
|
|
|
3.10. I have this piece of code that calls bcopy(), bzero(), and bcmp() and
|
|
it won't compile, so what can I do?
|
|
|
|
All three of these functions are fairly standard on BSD systems. However,
|
|
they are not considered to be very portable, and thus should be redefined.
|
|
For example, the equivalents for SYSV are:
|
|
|
|
|
|
#define bcopy(from,to,len) memmove(to,from,len)
|
|
#define bzero(mem,len) memset(mem,0,len)
|
|
#define bcmp(a,b,len) memcmp(a,b,len)
|
|
|
|
|
|
3.11. My compiler doesn't have ``strdup()'', what can I do?
|
|
|
|
Use tbaMUD's built-in str_dup() function instead.
|
|
|
|
|
|
3.12. I am having trouble with my ``makefile'', what could be the problem?
|
|
|
|
If you used cut and paste to insert items into your makefile, it is likely
|
|
that you accidentally put spaces at the beginning of lines where tabs are
|
|
needed. This is how the makefile must be constructed:
|
|
|
|
foo.o: foo.c conf.h sysdep.h structs.h utils.h interpreter.h \
|
|
handler.h db.h
|
|
{TAB}$(CC) -c $(CFLAGS)
|
|
|
|
To add these lines properly, you can use gcc to assist you with the
|
|
following shell script (from Daniel Koepke):
|
|
|
|
#!/bin/sh
|
|
gcc -MM $1 >> Makefile
|
|
echo "{TAB}\$(CC) -c \$(CFLAGS) $1" >> Makefile
|
|
|
|
To use this script, replace {TAB} with a tab, and then run the script
|
|
like: add_file foo.c
|
|
|
|
|
|
3.13. How can I handle directories in C?
|
|
|
|
Note that this seems only to be valid for UNIX OSes. Handling of
|
|
directories is accomplished through the dirent.h and sys/types.h files. The
|
|
function opendir() returns a ``DIR*'' pointer (it's like but not the same as
|
|
the ``FILE *'' pointer) when you pass it the name of a directory to open or
|
|
NULL if it can't open the dir. After the directory has been opened, you can
|
|
step through the files or search for particular files, etc. using readdir(),
|
|
seekdir(), and scandir(). When you reach the end of the directory list, you
|
|
can either go back to the start with rewinddir() or close the directory with
|
|
closedir(). The following code (which has not been tested) should open a
|
|
directory and go through it one by one and prints the filenames:
|
|
|
|
struct dirent * ffile;
|
|
DIR * my_dir;
|
|
|
|
if (!(my_dir = opendir("foo")))
|
|
return;
|
|
|
|
while (1) {
|
|
if (!(dirent = readdir(my_dir)))
|
|
break;
|
|
printf("%s\n", dirent->d_name);
|
|
}
|
|
|
|
closedir(my_dir);
|
|
|
|
The dirent structure contains only two useful elements, the file's name
|
|
(d_name) and the files length (d_reclen).
|
|
|
|
Thanks to Daniel Koepke for the above.
|
|
|
|
|
|
4. Running tbaMUD
|
|
|
|
4.1. I typed ``autorun'' but then my terminal just froze.
|
|
|
|
autorun is a script which automatically runs, logs, and reboots the game for
|
|
long-term runs. You should run autorun in the background by typing
|
|
``./autorun &'' -- the MUD will start running in the background and you'll
|
|
get the normal UNIX prompt back immediately (see section 4.3). The game will
|
|
then run unattended until you explicitly shut it down.
|
|
|
|
On some systems, you may need to prepend ``nohup'' to the autorun command
|
|
since some systems will kill off any processes left running when you leave
|
|
the shell.
|
|
|
|
|
|
4.2. I typed ``bin/circle'' and got lots of boot messages, but then it said
|
|
``Entering game loop'' and froze.
|
|
|
|
It is not frozen, it is just waiting for people to connect. You have to run
|
|
the MUD in the background by typing ``bin/circle &'' and then use telnet to
|
|
connect to the game (see next section).
|
|
|
|
|
|
4.3. Okay, I think the MUD is running but why don't I get a login prompt?
|
|
|
|
In order to play the MUD, you must connect to it using the telnet command,
|
|
i.e. ``telnet localhost 4000''.
|
|
|
|
|
|
4.4. How come I get this error when running my mud: ``Error reading board:
|
|
No such file or directory''
|
|
|
|
This is not a bad thing, all it means is that you have some boards on the
|
|
mud and that it can't find the file for them. Since it can't find the file,
|
|
the mud will just create the file on the fly and use that, so the next time
|
|
something is posted to the board, the files will exist. However, if you did
|
|
have files for the boards and you are suddenly getting this error, it means
|
|
that the board files have been deleted or something similar.
|
|
|
|
|
|
4.5. I just got this SIGPIPE, what is it and what Can I Do About It?
|
|
|
|
Often it appears that other people send your system SIGPIPEs when their
|
|
connection is closed, in fact, it is not the person sending the SIGPIPE, it
|
|
is your system. The SIGPIPE is generated when your program attempts to
|
|
write to descriptor which has no one listening to it. This occurs if the
|
|
character is sent a message by the mud after connecting, but before the
|
|
socket is flagged with an exception or reads 0 bytes. By default, CircleMUD
|
|
ignores these SIGPIPEs, with the line my_signal(SIGPIPE, SIG_IGN) in
|
|
signal_setup(). Where most people see the problems with SIGPIPE is while
|
|
debugging with GDB. By default, GDB responds to a SIGPIPE by stoping the
|
|
program, printing that a SIGPIPE was received, and passing it to the
|
|
program. You can change the action taken by GDB by using the `handle'
|
|
command. To stop the program from stoping at SIGPIPE, you would give GDB the
|
|
command `handle SIGPIPE nostop'
|
|
|
|
|
|
4.6. When I run tbaMUD under Linux, it tells me ``gethostbyaddr: con-
|
|
nection refused'' when the MUD boots, and then dies. Why?
|
|
|
|
You need to make sure you have Networking and TCP/IP support compiled into
|
|
your Linux kernel, even if you aren't actually connected to the Internet.
|
|
The easiest way to do this if you're using Slackware is to install one of
|
|
Slackware's precompiled networking kernels. Also, make sure to install
|
|
Slackware's `N' series of disks which contains other networking support
|
|
files.
|
|
|
|
If Slackware's precompiled kernel isn't available you'll have to compile the
|
|
kernel yourself. First make sure the kernel source is installed in
|
|
/usr/src/linux (see section 3.1.4) and follow the instructions in
|
|
/usr/src/linux/README. When you do `make config' it will ask you a series of
|
|
questions about which kernel features you want; make sure to answer ``Y'' to
|
|
``Networking support'' and ``TCP/IP support''.
|
|
|
|
|
|
4.7. When I run tbaMUD under Windows, it tells me ``Winsock error
|
|
#10047'' when the MUD boots, and then dies. Why?
|
|
|
|
You need to configure TCP/IP networking from the Network Control Panel, even
|
|
if you are not connected to the Internet. From the Network Control Panel,
|
|
select ``Add Protocol'', and under the vendor ``Microsoft'', choose
|
|
``TCP/IP''. It may ask you to insert the Windows CDROM in order to copy
|
|
the drivers onto your hard drive.
|
|
|
|
|
|
4.8. When I run tbaMUD under Windows, players can't rent---their
|
|
equipment is just dropped on the ground, syslogs don't work, so what
|
|
is the problem?
|
|
|
|
The reason that objects aren't saved when your players quit is that certain
|
|
unzip programs are buggy and don't completely recreate the MUD's directory
|
|
structure (in particular, it doesn't create directories which have no files
|
|
in them.) This is fixed in Circle 3.0 patchlevel 12 and above. Before
|
|
patchlevel 12, you can fix it simply by manually creating the needed
|
|
directories:
|
|
|
|
CD \tbamud-3.51
|
|
cd lib\plrobjs
|
|
mkdir A-E
|
|
mkdir F-J
|
|
mkdir K-O
|
|
mkdir P-T
|
|
mkdir U-Z
|
|
mkdir ZZZ
|
|
|
|
Object saving should then work. The syslogs are a different story; no data
|
|
is written to the system logs because the code currently is configured
|
|
simply to write all errors to the standard error file descriptor (stderr),
|
|
and Windows doesn't seem to let you redirect stderr to a file the same way
|
|
UNIX does. pl12 allows you to direct logs to a specific file instead.
|
|
|
|
|
|
4.9. When someone logs on to my Windows MUD, the console screen
|
|
gives: ``gethostbyaddr: No such file or directory''
|
|
|
|
This means the MUD can't resolve the IP address of the connecting player's
|
|
source site innto a hostname. You probably don't have DNS correctly
|
|
configured in the Windows Network Control Panel menu (under configuration of
|
|
the TCP protocol). Make sure you have the IP address of your ISP's DNS
|
|
server listed.
|
|
|
|
|
|
4.10. My MUD crashed and my connection got closed. What can I do?
|
|
|
|
Just because your connection got closed from the MUD (for example, if you
|
|
get too much information sent to you and the telnet session gets closed),
|
|
this doesn't always mean that the game itself crashed. Before reporting
|
|
something as a crash bug, make sure that the game itself crashed, and above
|
|
all, try to duplicate the circumstances before reporting it as a crash bug.
|
|
You can also try using gdb to find out why the MUD is crashing if it gives
|
|
you a core dump.
|
|
|
|
|
|
4.11. Ok, so how do I use ``gdb''?
|
|
|
|
GDB has some online help, though it is not the best. It does at least give
|
|
a summary of commands and what they're supposed to do. What follows is
|
|
Sammy's short intro to gdb with some bughunting notes following it:
|
|
|
|
If you've got a core file, go to your top circle directory and type:
|
|
|
|
> gdb bin/circle lib/core
|
|
|
|
If you want to hunt bugs in real time (causing bugs to find the cause as
|
|
opposed to checking a core to see why the MUD crashed earlier) use:
|
|
|
|
> gdb bin/circle
|
|
|
|
If you're working with a core, gdb should show you where the crash occurred.
|
|
If you get an actual line that failed, you've got it made. If not, the
|
|
included message should help. If you're working in real time, now's the
|
|
time to crash the MUD so you can see what gdb catches.
|
|
|
|
When you've got the crash info, you can type ``where'' to see which function
|
|
called the crash function, which function called that one, and so on all the
|
|
way up to ``main()''.
|
|
|
|
I should explain about ``context'' You may type ``print ch'' which you
|
|
would expect to show you the ch variable, but if you're in a function that
|
|
doesn't get a ch passed to it (real_mobile, etc), you can't see ch because
|
|
it's not in that context. To change contexts (the function levels you saw
|
|
with where) type ``up'' to go up. You start at the bottom, but once you go
|
|
up, and up, and up, you can always go back ``down''. You may be able to go
|
|
up a couple functions to see a function with ch in it, if finding out who
|
|
caused the crash is useful (it normally isn't).
|
|
|
|
The ``print'' command is probably the single most useful command, and lets
|
|
you print any variable, and arithmetic expressions (makes a nice calculator
|
|
if you know C math). Any of the following are valid and sometimes useful:
|
|
|
|
print ch (fast way to see if ch is a valid pointer, 0 if it's not)
|
|
print *ch (prints the contents of ch, rather than the pointer address)
|
|
print ch->player.name (same as GET_NAME(ch))
|
|
print world[ch->in_room].number (vnum of the room the char is in)
|
|
|
|
etc..
|
|
|
|
Note that you can't use macros (all those handy psuedo functions like
|
|
GET_NAME and GET_MAX_HIT), so you'll have to look up the full structure path
|
|
of variables you need.
|
|
|
|
Type ``list'' to see the source before and after the line you're currently
|
|
looking at. There are other list options but I'm unfamiliar with them.
|
|
|
|
(From Sammy <Samedi@cris.com>)
|
|
|
|
For more information, you can try checking out the GDB Debugger
|
|
(http://www.dgii.com/people/robertl/skunk/gdb/gdb_toc.html)
|
|
|
|
|
|
4.12. How can I hunt bugs more effectively?
|
|
|
|
There are only a couple of commands to use in gdb, though with some patience
|
|
they can be very powerful. The only commands I've ever used are:
|
|
|
|
run well, duh.
|
|
print [variable] also duh, though it does more than you might think
|
|
list shows you the source code in context
|
|
break [function] set a breakpoint at a function
|
|
clear [function] remove a breakpoint
|
|
step execute one line of code
|
|
cont continue running after a break or ctrl-c
|
|
|
|
I've run into nasty problems quite a few times. The cause is often a memory
|
|
problem, usually with pointers, pointers to nonexistent memory. If you free
|
|
a structure, or a string or something, the pointer isn't always set to NULL,
|
|
so you may have code that checks for a NULL pointer that thinks the pointer
|
|
is ok since it's not NULL. You should make sure you always set pointers to
|
|
NULL after freeing them.
|
|
|
|
Ok, now for the hard part. If you know where the problem is, you should be
|
|
able to duplicate it with a specific sequence of actions. That makes things
|
|
much easier. What you'll have to do is pick a function to ``break'' at.
|
|
The ideal place to break is immediately before the crash. For example, if
|
|
the crash occurred when you tried to save a mob with medit, you might be
|
|
able to ``break mobs_to_file''. Try that one first.
|
|
|
|
When you `medit save', the MUD will hang. GDB will either give you segfault
|
|
info, or it will be stopped at the beginning of mobs_to_file. If it
|
|
segfaulted, pick an earlier function, like copy_mobile, or even do_medit.
|
|
|
|
When you hit a breakpoint, print the variables that are passed to the
|
|
function to make sure they look ok. Note that printing the contents of
|
|
pointers is possible with a little playing around. For example, if you
|
|
print ch, you get a hex number that shows you the memory location where ch
|
|
is at. It's a little helpful, but try print *ch and you'll notice that it
|
|
prints the contents of the ch structure, which is usually more useful.
|
|
print ch->player will give you the name of the person who entered the
|
|
command you're looking at, and some other info. If you get a no ch in this
|
|
context it is because the ch variable wasn't passed to the function you're
|
|
currently looking at.
|
|
|
|
Ok, so now you're ready to start stepping. When GDB hit your breakpoint, it
|
|
showed you the first line of executable code in your function, which will
|
|
sometimes be in your variable declarations if you initialized any variables
|
|
(ex: int i = 0). As you're stepping through lines of code, you'll see one
|
|
line at a time. Note that the line you see hasn't been run yet. It's
|
|
actually the _next_ line to be executed. So if the line is a = b + c;,
|
|
printing a will show you what a was before this line, not the sum of b and
|
|
c. If you have an idea of where the crash is occurring, you can keep
|
|
stepping till you get to that part of the code (tip: pressing return will
|
|
repeat the last GDB command, so you can type step once, then keep pressing
|
|
return to step quickly). If you have no idea where the problem is, the
|
|
quick and dirty way to find your crash is to keep pressing return rapidly
|
|
(don't hold the eturn key or you'll probably miss it). When you get the seg
|
|
fault, you can't step any more, so it should be obvious when that happens.
|
|
|
|
Now that you've found the exact line where you get the crash, you should
|
|
start the MUD over and step more slowly this time. What I've found that
|
|
works really well to save time is to create a dummy function. This one will
|
|
work just fine:
|
|
|
|
void dummy(void){}
|
|
|
|
Put that somewhere in the file you're working on. Then, right before the
|
|
crash, put a call to dummy in the code (ex: dummy();). Then set your
|
|
breakpoint at dummy, andwhen you hit the breakpoint, step once to get back
|
|
to the crashing code.
|
|
|
|
Now you're in total control. You should be looking at the exact line that
|
|
gave you the crash last time. Print *every* variable on this line. Chances
|
|
are one of them will be a pointer to an unaccessable memory location. For
|
|
example, printing ch->player.name may give you an error. If it does, work
|
|
your way back and print ch->player to make sure that one's valid, and if it
|
|
isn't, try printing ch.
|
|
|
|
Somewhere in there you're going to have an invalid pointer. Once you know
|
|
which one it is, it's up to you to figure out why it's invalid. You may have
|
|
to move dummy() up higher in the code and step slowly, checking your pointer
|
|
all the way to see where it changes from valid to invalid. You may just
|
|
need to NULL a free'd pointer, or you may have to add a check for a NULL
|
|
pointer, or you may have screwed up a loop. I've done all that and more :)
|
|
|
|
Well, that's it in a nutshell. There's a lot more to GDB that I haven't
|
|
even begun to learn, but if you get comfortable with print and stepping you
|
|
can fix just about any bug. I spent hours on the above procedure trying to
|
|
get my ascii object and mail saving working right, but it could have taken
|
|
weeks without gdb. The only other suggestion I have is to check out the
|
|
online gdb help. It's not very helpful for learning, but you can see what
|
|
commands are available and play around with them to see if you can find any
|
|
new tools.
|
|
|
|
(From Sammy <samedi@cris.com>)
|
|
|
|
|
|
4.13. I just added n levels to my MUD (from the stock 34). How do I set my
|
|
imps up to level n without a pfile wipe?
|
|
|
|
This should no longer be a problem with the do_cheat function in act.wizard.c
|
|
but you may want to double check that it is setup properly for your ID.
|
|
|
|
|
|
4.14. I decided to wipe my pfile away anyway. What steps should I take to
|
|
do this?
|
|
|
|
The latest CircleMUD now has ASCII pfiles so all you have to do is delete all
|
|
the pfiles in the /lib/plrfiles/ directory.
|
|
|
|
You should also remove files in plrobjs, plralias, and plrvars, unless you want
|
|
the recreated characters to come back with their same equipment, aliases, and
|
|
trigger variables.
|
|
|
|
|
|
4.15. I want to expand the ability to pk in my MUD, allowing ASSASSINS
|
|
that'll be able to PK without getting flagged. How can I do this?
|
|
|
|
With the latest version of CircleMUD simply enter Cedit (configuration editor)
|
|
and select Game Play Options. Then enable Player Killing to allowed.
|
|
|
|
|
|
4.16. Why does it say ``Connection closed by foreign host.'' and not
|
|
display the ``Byebye!'' message I'm trying to send before cutting
|
|
someone off?
|
|
|
|
This usually happens if you are doing something like this:
|
|
|
|
send_to_char("Bye bye. Come back soon, ya hear?", ch);
|
|
close_socket(ch->desc);
|
|
|
|
The close_socket immediately dispatches/closes the connection, while
|
|
send_to_char puts the message on the output queue to be dispatched next
|
|
game_loop cycle. Therefore, the socket is gone. On some systems (ie old
|
|
linux), this can even cause a infinite loop attempting to write to a closed
|
|
socket. The proper way of doing this and other ``Byebye'' messages is to set
|
|
the CON state of the player to CLOSE, like this:
|
|
|
|
send_to_char("Bye bye. Come back soon, ya hear?", ch);
|
|
STATE(ch->desc) = CON_CLOSED;
|
|
|
|
This will then cycle to the next game_loop, dispatch the output queues
|
|
(therefore sending the byebye message) and then close the socket. Further
|
|
note, in some bizarre cases, this only seems to send about 40 characters and
|
|
no escape codes. Sending more than 40 characters or escape codes (like the
|
|
clear screen sequence) will crash the process reporting a problem similar to
|
|
writing to a closed socket.
|
|
|
|
|
|
4.17. I run my MUD on a unix system and the pfile/rent file works great,
|
|
but on my home system it's all screwed up. What gives?
|
|
|
|
This should no longer be an issure since the latest version of CircleMUD uses
|
|
ASCII pfiles.
|
|
|
|
|
|
4.18. How do I get the CircleMUD to autoload when the Linux server is
|
|
restarted?
|
|
|
|
In /etc/rc.d/rc.local find where things like sendmail and (maybe) gpm
|
|
are started. Add something like:
|
|
|
|
cd /home/mudlogin/circlebpl19/
|
|
su mudlogin -c ./autorun &
|
|
cd
|
|
|
|
Of course, change the "mudlogin" to whatever the name of the account is that
|
|
normally has control of the MUD, and change the path in the first cd to
|
|
whereever the MUD is run from.
|
|
|
|
For more info: man su
|
|
|
|
|
|
4.19. My server shuts down my MUD everytime I logoff. How do I keep the MUD
|
|
running when I logoff?
|
|
|
|
Instead of typing "autorun &" to start the autorun script (which starts and
|
|
keeps the MUD running), type "nohup autorun &". Running the autorun via
|
|
nohup will keep the script and the MUD running when you logoff of the
|
|
server. For more information type "man nohup" at the prompt on your server.
|
|
|
|
|
|
5. CircleMUD 3.X
|
|
|
|
|
|
5.1. Why does CircleMUD use BUF switches all through the code, what's
|
|
happening here?
|
|
|
|
From Jeremy:
|
|
|
|
This code is the new output buffering system that I wrote for Circle in the
|
|
early (non-released) beta versions of 3.0. The old Diku code for queueing
|
|
output (which stayed with Circle until version 2.20) was memory- and
|
|
time-inefficient in many cases (and, in my opinion, was inefficient for the
|
|
normal behavior of most MUDs).
|
|
|
|
First, I should explain what output queueing is and why it is necessary. On
|
|
each pass through the game_loop(), the MUD performs a number of steps: check
|
|
to see if there are any new players connecting, kick out people with bad
|
|
links, read input over the network for all players, then process the input
|
|
for each player that has sent a complete line over the net. The processing
|
|
step is usually where output is generated because it is where MUD commands
|
|
are processed (e.g., ``kill'' might generate output of ``Kill who?'') When
|
|
output is generated, it is not immediately sent out to the player, but
|
|
instead queued for output in a buffer. After all players' commands are
|
|
processed (and each command generates the appropriate output for various
|
|
players), the next step of the game_loop() is to send all the queued output
|
|
out over the network.
|
|
|
|
The new output system that Circle now uses allocates a small, fixed size
|
|
buffer (1024 bytes) for each descriptor in which output can be queued. When
|
|
output is generated (via such functions as send_to_char(), act(), etc.), it
|
|
is written to the fixed size buffer until the buffer fills. When the buffer
|
|
fills, we switch over to a larger (12K) buffer instead. A ``buffer
|
|
switch'', therefore, is when the 1024-byte fixed buffer overflows.
|
|
|
|
When a large (12K) buffer is needed, it is taken from a pool of 12K buffers
|
|
that already been created. It is used for the duration of that pass through
|
|
the game_loop() and then returned to the pool immediately afterwards, when
|
|
the output is sent to the descriptor. If a large buffer is needed but none
|
|
are in the pool, one is created (thereby increasing the size of the pool);
|
|
the ``buf_largecount'' variable records the current pool size.
|
|
|
|
If a player has already gone from their small to large buffer, and so much
|
|
output is generated that it fills even the large buffer, the descriptor is
|
|
changed to the overflow state, meaning that all future output for the
|
|
duration of the current pass through the game loop is discarded. This is a
|
|
buffer overflow, and the only state in which output is lost.
|
|
|
|
Now that I've described how the system works, I'll describe the rationale.
|
|
The main purpose for the two-tiered buffer system is to save memory and
|
|
reduce CPU usage. From a memory standpoint: Allocating a fixed 12K buffer
|
|
for each socket is a simple scheme (and very easy to code), but on a large
|
|
MUD, 100 12K buffers can add up to a lot of wasted memory. (1.2 megs of
|
|
memory used for buffering on a 100-player MUD may not seem like very much,
|
|
but keep in mind that one of Circle's big selling points several years ago,
|
|
when memory was expensive, was that it had a very small memory footprint (3
|
|
or 4 megs total!) And from a CPU standpoint: the original Diku used a
|
|
dynamically allocated buffer scheme to queue output, which unfortunately
|
|
meant that for each player, on each pass through the game loop, dozens of
|
|
tiny buffers (often one for every line of output, depending on the code to
|
|
execute the command) were allocated with malloc(), individually written to
|
|
the system using individual calls to write(), and then free()'d. My system
|
|
saves hundreds or thousands of calls per second to malloc() and free(), and
|
|
reduces the number of system calls *drastically* (to at most one per player
|
|
per pass through the game loop).
|
|
|
|
The trick is to choose the size of the small and large buffers correctly in
|
|
order to find the optimal behavior. I consider ``optimal'' to mean that 90%
|
|
of the time, most players stay within the limits of their small buffer (for
|
|
example, when wandering through town or mindlessly killing some monster
|
|
while watching damage messages go by). Hopefully, a large buffer switch is
|
|
only necessary when a player executes a special command that generates an
|
|
unusually large amount of output, such as ``who'', ``read board'', or
|
|
``where sword''. This critically depends on the fact that not everyone will
|
|
be executing such a special large-output command at the same instant.
|
|
|
|
For example, imagine you have 10 players on your MUD. They are all
|
|
wandering around town, and every once in a while one of them types ``who'',
|
|
or reads the board, meaning that they are seeing more than 1024 bytes of
|
|
output at a time. On such a MUD, I would hope that there would only be a
|
|
single 12K buffer allocated which gets passed around among all the 10
|
|
players as needed. Now, all players think they can queue up to 12K of
|
|
output per command without getting truncated even though only one 12K buffer
|
|
actually exists -- they are all sharing it.
|
|
|
|
But - there's a problem with this. There are certain cases when many
|
|
players have to see a lot of output at the same instant (i.e. on the same
|
|
pass through the game_loop()), all of them will need a large buffer at the
|
|
same time and the pool will get very big. For example, if an evil god types
|
|
``force all who''; or if the MUD lags for several seconds, then suddenly
|
|
gets unlagged causing many commands to be processed at the same moment; or
|
|
if 20 people are all trying to kill the same MOB and are all seeing 20
|
|
damage messages (more than 1024 bytes) on the same pass through the
|
|
game_loop().
|
|
|
|
Unfortunately, the current patchlevel of Circle has no way to destroy large
|
|
buffers so such cases are pathological and cause wasted memory.
|
|
Unfortunately since I don't run a MUD I can't actually tell how often this
|
|
happens on a real MUD. (If there are any IMPs out there who run large MUDs
|
|
(say, >= 30-50 players on regularly), and you've read this far, please send
|
|
me the output of ``show stats'' after your MUD has been played for at least
|
|
several hours.)
|
|
|
|
Hopefully this clears up the way buffers work.
|
|
|
|
|
|
5.2 How do I add a new class? How do I add more levels? etc?
|
|
|
|
Many common questions about basic additions are answered here:
|
|
|
|
http://www.circlemud.org/cdp/wtfaq/
|
|
|
|
If you have any additions or corrections please stop by the Builder Academy:
|
|
builderacademy.net 9091
|
|
|
|
--Rumble
|