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Shawn
Shawn committed Jan 8, 2018
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Showing with 95 additions and 95 deletions.
  1. +4 −4 htmldocs/BUGS.html
  2. +11 −11 htmldocs/FAQ.html
  3. +10 −10 htmldocs/I18N.html
  4. +14 −14 htmldocs/INSTALL.html
  5. +1 −1 htmldocs/Makefile
  6. +12 −12 htmldocs/README.SQL.html
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@@ -22,18 +22,18 @@ <h1 class="title">Bugs and Issues</h1>
</header>
<nav id="TOC">
<ul>
<li><a href="#bugs-that-arent-our-fault-but-might-bite-people">Bugs that arent our fault, but might bite people</a></li>
<li><a href="#bugs-that-arent-our-fault-but-might-bite-people">Bugs that aren't our fault, but might bite people</a></li>
<li><a href="#bugs-that-are-our-fault">Bugs that are our fault</a></li>
</ul>
</nav>
<h1 id="bugs-that-arent-our-fault-but-might-bite-people">Bugs that arent our fault, but might bite people</h1>
<h1 id="bugs-that-arent-our-fault-but-might-bite-people">Bugs that aren't our fault, but might bite people</h1>
<ul>
<li><p>You might experience crashes because the default executable stack size is too small. An 8 megabyte stack is more than ample. On unix, it can be raised with <code>ulimit -s 8192</code>. On Windows, you must use the editbin progam that comes with MS development environments to raise the stack on a per-executable basis, via <code>editbin /STACK:8388608 netmush.exe</code></p></li>
<li><p>Some IPv6-enabled systems are not configured out of the box to tunnel IPv4 connection attempts on the same port to the IPv6 socket that is listening. If you can connect to a local game via ::1 but not 127.0.0.1 this is likely the issue. On unix systems, a user with root privileges can do ‘sysctl -w net.inet6.ip6.v6only=0’, after which you’ll have to do a complete shutdown and restart of the mush for the change to take effect. The file /etc/sysctl.conf will have to be changed too so the change persists across server reboots. If that’s not practical, you can get an IPv4-only mush by doing the following:</p>
<li><p>Some IPv6-enabled systems are not configured out of the box to tunnel IPv4 connection attempts on the same port to the IPv6 socket that is listening. If you can connect to a local game via ::1 but not 127.0.0.1 this is likely the issue. On unix systems, a user with root privileges can do 'sysctl -w net.inet6.ip6.v6only=0', after which you'll have to do a complete shutdown and restart of the mush for the change to take effect. The file /etc/sysctl.conf will have to be changed too so the change persists across server reboots. If that's not practical, you can get an IPv4-only mush by doing the following:</p>
<pre><code> % ./configure --disable-ipv6
% make</code></pre>
<p>Then do a full <code>@shutdown</code> of the game and run restart.</p></li>
<li><p>The configure script sometimes detects functions that aren’t seen when the mush itself is compiled. Some linux distributions seem to be very prone to this, probably due to customizations of their glibc packages. For now, just comment out the relevant <code>HAVE\_FOO</code> lines from config.h. You’ll have to redo this every time you re-run configure. If you can figure out how to make the relevant prototypes and macros visible to Penn, let us know! Some functions known to cause this include <code>posix_fadvise()</code> and <code>posix_fallocate()</code>.</p></li>
<li><p>The configure script sometimes detects functions that aren't seen when the mush itself is compiled. Some linux distributions seem to be very prone to this, probably due to customizations of their glibc packages. For now, just comment out the relevant <code>HAVE\_FOO</code> lines from config.h. You'll have to redo this every time you re-run configure. If you can figure out how to make the relevant prototypes and macros visible to Penn, let us know! Some functions known to cause this include <code>posix_fadvise()</code> and <code>posix_fallocate()</code>.</p></li>
</ul>
<h1 id="bugs-that-are-our-fault">Bugs that are our fault</h1>
<p>You can browse the bug and suggestion database at <a href="https://github.com/pennmush/pennmush/issues" class="uri">https://github.com/pennmush/pennmush/issues</a> to see the list.</p>
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@@ -22,20 +22,20 @@ <h1 class="title">Frequently asked questions about the PennMUSH Server, 1.8.7</h
</header>
<nav id="TOC">
<ul>
<li><a href="#whats-the-release-history-since-1.50pl10">Whats the release history since 1.50pl10?</a></li>
<li><a href="#whats-the-release-history-since-1.50pl10">What's the release history since 1.50pl10?</a></li>
<li><a href="#how-do-i-ask-for-help-with-a-problem">How do I ask for help with a problem?</a></li>
<li><a href="#how-do-i-report-a-bug">How do I report a bug?</a></li>
<li><a href="#how-do-i-request-a-new-feature">How do I request a new feature?</a></li>
<li><a href="#where-can-i-get-more-information-about-admining-and-hacking-mush">Where can I get more information about admining and hacking MUSH?</a></li>
<li><a href="#where-can-i-get-more-information-about-admining-and-hacking-mush">Where can I get more information about admin'ing and hacking MUSH?</a></li>
<li><a href="#where-can-i-hear-about-new-releases">Where can I hear about new releases?</a></li>
<li><a href="#why-doesnt-t-or-space-work-right-for-pueblo-clients">Why doesnt %t or space() work right for Pueblo clients?</a></li>
<li><a href="#why-doesnt-t-or-space-work-right-for-pueblo-clients">Why doesn't %t or space() work right for Pueblo clients?</a></li>
<li><a href="#what-signals-does-pennmush-understand">What signals does PennMUSH understand?</a></li>
</ul>
</nav>
<h1 id="whats-the-release-history-since-1.50pl10">Whats the release history since 1.50pl10?</h1>
<p>PennMUSH has been around for a long time. The above-mentioned 1.50p10 (1.5.0p10) release was made in 1995, and Penn wasnt new then.</p>
<h1 id="whats-the-release-history-since-1.50pl10">What's the release history since 1.50pl10?</h1>
<p>PennMUSH has been around for a long time. The above-mentioned 1.50p10 (1.5.0p10) release was made in 1995, and Penn wasn't new then.</p>
<p>PennMUSH 1.50pl10 was the last patchlevel of PennMUSH developed by Amberyl. Amberyl handed over the maintenance, development, and support of PennMUSH to Javelin/Paul (Alan Schwartz) after 1.50pl10.</p>
<p>The first two post-pl10 releases were termed the dune-1 and dune-2 releases (in honor of DuneMUSH, where Alan did most of his development work). Amberyl and Javelin agreed that it was silly to start a whole new numbering scheme, so the next patchlevel released was pl11.</p>
<p>The first two post-pl10 releases were termed the &quot;dune-1&quot; and &quot;dune-2&quot; releases (in honor of DuneMUSH, where Alan did most of his development work). Amberyl and Javelin agreed that it was silly to start a whole new numbering scheme, so the next patchlevel released was pl11.</p>
<p>Javelin, along with the other two PennMUSH developers, T. Alexander Popiel and Ralph Melton, made so many internal changes that it was time for a new numbering scheme, and PennMUSH was advanced to 1.6.x.</p>
<p>Ralph Melton has since retired, and Thorvald Natvig took his place on the devteam. He rewrote the command parser, and PennMUSH was advanced to 1.7.0. Talek and Thorvald have both since retired, and many other people have submitted code, both as official developers or community contributors over the years.</p>
<p>In July 2006, Raevnos took over from Javelin as maintainer. Currently, the active development team is Raevnos, Walker, Mike, Intrevis, and Rince. The current version is 1.8.7.</p>
@@ -47,17 +47,17 @@ <h1 id="how-do-i-ask-for-help-with-a-problem">How do I ask for help with a probl
</ul>
<h1 id="how-do-i-report-a-bug">How do I report a bug?</h1>
<p>Visit the <a href="https://github.com/pennmush/pennmush/issues">issue tracker</a>.</p>
<p>Include specific information: PennMUSH version, OS, how to reproduce the problem, what local changes youve made to the source. If you know whats causing the bug, or how to fix it, or if you have a patch for the bug, send it along. If you dont, and the bug caused a crash with a core dump, you can send along a stack trace.</p>
<p>Include specific information: PennMUSH version, OS, how to reproduce the problem, what local changes you've made to the source. If you know what's causing the bug, or how to fix it, or if you have a patch for the bug, send it along. If you don't, and the bug caused a crash with a core dump, you can send along a stack trace.</p>
<h1 id="how-do-i-request-a-new-feature">How do I request a new feature?</h1>
<p>Visit the <a href="https://github.com/pennmush/pennmush/issues">issue tracker</a>.</p>
<p>No promises, but we try to get back to you about the feasibility of suggestions quickly, and implement them as we can. Features that come with a patch implementing them tend to get accepted faster than those that dont unless its a trivial addition.</p>
<h1 id="where-can-i-get-more-information-about-admining-and-hacking-mush">Where can I get more information about admining and hacking MUSH?</h1>
<p>Read <a href="http://download.pennmush.org/Guide/">Javelins God for PennMUSH Gods</a>, loads of info about setting up a MUSH, hacking source code, daily maintenance, and many tips from other Gods! Its a bit dated in some respects but still very useful.</p>
<p>No promises, but we try to get back to you about the feasibility of suggestions quickly, and implement them as we can. Features that come with a patch implementing them tend to get accepted faster than those that don't unless it's a trivial addition.</p>
<h1 id="where-can-i-get-more-information-about-admining-and-hacking-mush">Where can I get more information about admin'ing and hacking MUSH?</h1>
<p>Read <a href="http://download.pennmush.org/Guide/">Javelin's God for PennMUSH Gods</a>, loads of info about setting up a MUSH, hacking source code, daily maintenance, and many tips from other Gods! It's a bit dated in some respects but still very useful.</p>
<p>The <a href="http://community.pennmush.org">community portal</a> also has guides and reference material for working with mush hardcode that are slightly less out of date.</p>
<p>The source code has <a href="http://doxygen.pennmush.org">doxygen documentation</a> that can be browsed.</p>
<h1 id="where-can-i-hear-about-new-releases">Where can I hear about new releases?</h1>
<p>New releases of the PennMUSH code are announced on <code>M*U*S*H</code> (mush.pennmush.org 4201).</p>
<h1 id="why-doesnt-t-or-space-work-right-for-pueblo-clients">Why doesnt %t or space() work right for Pueblo clients?</h1>
<h1 id="why-doesnt-t-or-space-work-right-for-pueblo-clients">Why doesn't %t or space() work right for Pueblo clients?</h1>
<p>Actually, it does. Pueblo is built around an HTML browser. In HTML, multiple whitespace is ignored and treated as a single space. This is correct behavior. In HTML, if you really want spaces to count as spaces, you must put your text in <code>&lt;PRE&gt;..&lt;/PRE&gt;</code> blocks, e.g. <code>tagwrap(PRE,this %t has %t tabs %t and %b%b spaces</code>).</p>
<h1 id="what-signals-does-pennmush-understand">What signals does PennMUSH understand?</h1>
<p>PennMUSH understands the following signals, and performs the listed action:</p>
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@@ -30,22 +30,22 @@ <h1 class="title">Internationalization in PennMUSH</h1>
</ul>
</nav>
<h1 id="introduction">Introduction</h1>
<p>PennMUSH 1.7.3 and later have extensive support for running in non-English environments. There are two parts to this. First, what the mush considers to be valid characters, whats upper-case, whats lower-case, how they are sorted, and so on. The second is translating the messages produced by the game into another language. (Helpfiles arent currently translated.)</p>
<p>Several languages are currently supported to one degree or another. If your favorite language isnt (or if you want to increase the level of support), and youre fluent in it, you can help out! Contact the PennMUSH devs for more info.</p>
<p>Localization (the process of making a MUSH conform to a given locale) is controlled by the <code>LANG</code> or <code>LC_ALL</code> environment variables, which have the form la_DI, where la is a language code and DI is a dialect. For example, en_US stands for English, United States dialect. The language codes are usually the same as a countrys top level domain in URLs. Spanish is ‘es’, Russian is ‘ru’, and so on.</p>
<p>PennMUSH 1.7.3 and later have extensive support for running in non-English environments. There are two parts to this. First, what the mush considers to be valid characters, what's upper-case, what's lower-case, how they are sorted, and so on. The second is translating the messages produced by the game into another language. (Helpfiles aren't currently translated.)</p>
<p>Several languages are currently supported to one degree or another. If your favorite language isn't (or if you want to increase the level of support), and you're fluent in it, you can help out! Contact the PennMUSH devs for more info.</p>
<p>Localization (the process of making a MUSH conform to a given &quot;locale&quot;) is controlled by the <code>LANG</code> or <code>LC_ALL</code> environment variables, which have the form &quot;la_DI&quot;, where la is a language code and DI is a dialect. For example, &quot;en_US&quot; stands for English, United States dialect. The language codes are usually the same as a country's top level domain in URLs. Spanish is 'es', Russian is 'ru', and so on.</p>
<p>You need to have appropriate locale files installed in your operating system to have everything work right (specifically, to get the right character sets). How you do this is system-specific; Unix/linux users should start with <code>man -k locale</code> to find their system commands (often <code>man locale</code> or <code>man locale-gen</code> will be helpful).</p>
<p>There are two places where you have to use LANG: when youre compiling the MUSH (in order to compile the message translation files) and when you start up the MUSH (in order to set the locale for the running server).</p>
<p>There are two places where you have to use LANG: when you're compiling the MUSH (in order to compile the message translation files) and when you start up the MUSH (in order to set the locale for the running server).</p>
<h1 id="current-state">Current State</h1>
<p>Nobody currently owns the translation project and the translation files have not been updated in years. There might be many examples of messages that are not included in the available listings. If youre interested in taking over the project, contact the dev team!</p>
<p>Nobody currently owns the translation project and the translation files have not been updated in years. There might be many examples of messages that are not included in the available listings. If you're interested in taking over the project, contact the dev team!</p>
<h1 id="compiling-the-mush">Compiling the MUSH</h1>
<p>Files with messages for translation are included with the source code in pennmush/po; they have the .pox extension. You can get the very latest versions of these files from the PennMUSH Git repository.</p>
<p>These files have to be compiled to an efficient internal form before starting up the mush. This means you should set your LANG environment variable before you compile your server.</p>
<p>To do this using the common bash shell, <code>export LANG=en_US</code>, or whatever your setting is. If that doesnt work, consult the documentation for the shell youre using.</p>
<p>To do this using the common bash shell, <code>export LANG=en_US</code>, or whatever your setting is. If that doesn't work, consult the documentation for the shell you're using.</p>
<p>The message files are compiled during the <code>make install</code> step, which runs 1make localized1 in the the po directory. (Technically, a pox file for your LANG is merged with <code>po/pennmush.pot</code> to produce a po file for your LANG, and then that is compiled into <code>po/&lt;LANG&gt;/LC_MESSAGES/pennmush.mo</code>, which is loaded by the server.)</p>
<p>You can disable translation support entirely if so desired by passing <code>--disable-nls</code> to the configure script.</p>
<h1 id="starting-up-the-mush">Starting up the MUSH</h1>
<p>The LANG environment variable that controls what language the mush uses is normally set in the pennmush/game/restart script. Theres an example for using French in the script already that can be used as a starting point.</p>
<p>Your server account might be set up with a non-english language as the default. If so, and you dont set LANG in the restart script, that default language will be used.</p>
<p>The LANG environment variable that controls what language the mush uses is normally set in the pennmush/game/restart script. There's an example for using French in the script already that can be used as a starting point.</p>
<p>Your server account might be set up with a non-english language as the default. If so, and you don't set LANG in the restart script, that default language will be used.</p>
<p>You may also wish to change the <code>only_ascii_in_names</code> config option in mush.cnf, to allow accented characters in object names.</p>
<h1 id="development">Development</h1>
<p>Generally, the rules that the devteam use to decide what strings should be made translatable in the source code (tagged with T()) are:</p>
@@ -55,8 +55,8 @@ <h1 id="development">Development</h1>
<li>panic messages</li>
<li>very technical output like <code>@list alloc</code> and <code>@stats/table</code></li>
</ul></li>
<li>dont tag log messages with <code>T()</code></li>
<li><p>dont tag console messages with <code>T()</code></p></li>
<li>don't tag log messages with <code>T()</code></li>
<li><p>don't tag console messages with <code>T()</code></p></li>
</ul>
</body>
</html>
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