On 6/8/2015 12:58 PM, Xavier Combelle wrote:
It's not clear why you would want that your engine have control on
communication. Can you explain your use case ?
our main use case is: two humans at different locations with my program
want to play each other over a socket. seems like one has to be active.
the passive client has a thread that reads a socket and executes
commands. if this program were to send a command through the socket,
then the other side's response to the command would be read as a command.
thanks
2015-06-08 7:28 GMT+02:00 Ray Tayek <rta...@ca.rr.com
<mailto:rta...@ca.rr.com>>:
hi, still implementing gtp for my topological go program. it sorta
works with gogui.
looking at the gnugo implementation, it seems all passive in that
it simply reacts to commands.
so it looks like one side (or some other controller) has to be the
passive side and react to the commands (like gnugo), and one side
need to be active to do the setup and issue genmove commands (like
gogui).
currently my program waits for the player to move before sending
it's repsonse (the move) back. looks like gogui uses something
called: runLengthyCommand() for this. and some complicated code.
is there any documentation on how to be the active side of gtp?
is it possible for both sides to issue commands?
...
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