phudbase/
phudbase/client/
phudbase/client/css/
phudbase/client/images/colorbox/CVS/
phudbase/client/js/
phudbase/server/
phudbase/server/includes/actions/
phudbase/server/includes/classes/
phudbase/server/includes/classes/GameObjects/
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THANKS FOR DOWNLOADING PHUDBASE, SOCKET SERVIN' GOODNESS IN PHP
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This'll give you a very basic idea of how to get started with the codebase.

INSTALLATION AND FIRST RUN
---------------------------
- Untar the file in your folder of choice in your web server's home folder

- Open <folder>/server/game.php in your editor of choice

- Change the HOST and PORT settings, if necessary

- If you'll be using a WebSocket client and you changed WS_HOST in game.php:
	-- Open <folder>/client/js/client.js
	-- Edit the "var wshost" line to match your WS_HOST + WS_RESOURCE

- On the command line and in <folder>/server, issue the following command:
php -q game.php

- If you see something like:
	Attempting to bind to port 12345...
	Socket server started at address 127.0.0.1 on port 12345
  congrats! You have PHudBase server running.

- If you're using the WebSocket client, in a WebSocket compatible browser
  visit http://127.0.0.1/<folder>/client/ (or the appropriate HOST)

- If all goes well, you'll see the light turn green and a request for 
you to enter a character name.

- If you're using Telnet, just try a standard telnet 127.0.0.1 12345 and 
type a character name.

- Welcome to Phud!

---------------------------

If you have trouble (or success) getting PHudBase running, let me know 
over at the Google Groups page:

http://groups.google.com/group/phudbase-developers

Good luck!


CHANGE LOG
---------------------------
v1.0 - 8 Feb 2010: Initial release

v1.1 - 9 Feb 2010: Various little fixes

v1.2 - 9 Feb 2010: Improved handling of WebSocket connections vs. Telnet
   -- Added bug-fix for PHP core level missing MSG_DONTWAIT define
   -- GameServer::on_connect now preempts on_read for WebSocket Handshake
   -- GameServer::on_connect now sends welcome message immediately for Telnet
   -- GameServer::on_read now ignores inputs from non-"handshaked" clients