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Chess is attempt to write a chess client and server for online playing in c++. SDL is use on the client side for graphics.
Avec une petite goutte de sueur sur le font en check. Avec la veine sur le front grossie en echec.
Now it's networked, there 's no point in trying to move the pieces for the other side inside the same window.
crafting skill - online chess
for the win - online chess
La mention "online" doit apparaitre pour favoriser les resultats dans les outils de recherche.
Nom de boite:
frame four software
Un system de log permet de rejouer plus facilement des bugs trouver. Et donc de reproduire des problemes plus facilement.
Il faut implementer une machine a etat. Deux variables: une pour le roi blanc et l'autre pour le roi noir.
Cette variable is_xxx_king_cheched
a deux etats: true ou false.
Tout movement pour etre legal doit:
Si un joueur a le trait, mais n'a aucun mouvement a disposition, alors la partie est finie. Si son roi est dans l'etat 'checked' alors la partie est perdue pour lui. Si il est 'non-checked', alors il y a egalite.
Il devrait etre possible d'y afficher la liste des file descriptor ainsi que la liste des file descriptor en attente, etc.
We must be able to drop a txt file into the menu and open the chess party into the application.
Is that possible?
May we use SDL_FilterEvent() for that?
We must introduce a separated thread for the networks events, and feed back them into the main thread using SDL_PushEvent().
It must follow a tree organisation.
A game contains a list of children. And a boolean to indicate whether the children have actually been generated or not. Thus when the boolean is true but the children list is empty it means no move is possible: it's a endgame, either a checkmate or a stalemate.
The goal is to remove the apply_move() function and unclutter processing moves in two different parts of the code. As a consequence the code inside the generate_*() functions will modify the generated pieces statuses (captured and moves somewhere else).
Lorsque c'est le tour du joueur et qu'il passe sa souris sur une piece avec des coups valides.
Pour voir les coups du joueur adverse se derouler gracieusement, et non pas a-coup.
Les appels a read ou write peuvent retourner prematurement. Il faut gerer ces cas? Signal hardware ou signal handler? Quoiqu'il en soit il vaut mieux gerer.
Under linux msgqueue descriptor are file descriptor:
http://man7.org/linux/man-pages/man7/mq_overview.7.html
Polling message queue descriptors
On Linux, a message queue descriptor is actually a file descriptor,
and can be monitored using select(2), poll(2), or epoll(7). This is
not portable.
Quand l'utilisateur ne drag aucune piece, alors l'application n'a pas besoin de repondre aux evenement de souris, autrement la fenetre est repainte a chaque deplacement de la souris et prends du CPU inutilement.
Quand un client se deconnecte il doit pouvoir recuperer sa partie en cours comme si de rien n'etait.
It will enable me to test the server with invalid move from the client app. And test that the client app behaves correctly on rejected move from the server.
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