Updates to Project #3 Skeleton and Description Last Modified: 11/22/2002 1. 11/01/2002: Changed description of the first (color) item in the network protocol. It is now: 1. The string `red' or `blue' depending on whether the player that receives this stream is supposed to play red or blue. 2. A description of the blocks configuration (see S1.1). 3. The rest of the transcript (that is, the two players' moves, including the score or the word `resign' at the end). 4. The message {\tt quit}. The host decides items 1 and 2 and "primes" the two in-boxes with them. If item 1 is ``red'', the client's inbox receives ``blue'' and vice-versa. The host then sends the configuration of blocks to both boxes. After that, each side sends its moves and also echoes back the opposing player's responses, so that, except for message 1, both players receive the same sequence of messages. Exception: if one side receives an erroneous message, it responds "error" rather than echoing. 2. 11/05/2002: Added AtaxxBoard.java and GUI.java. Updated other files for extra-credit part. 3. 11/6/2002: Correct error in Player.run: color = Board.opponent (color); should be whoseMove = color; 4. 11/15/2002: I have installed the staff version of the ataxx game on the instructional machines. Use the command ataxx OPTIONS to run it. OPTIONS are as documented in the handout. In addition, the options --dump-in and --dump-out will echo the messages to the player's inbox and outbox, respectively, for debugging purposes. Remember: The staff version is NOT the definition of the project; the handout is (with these corrections). Please report any problems with the program to us by e-mail. 5. 11/22/2002: By accident, it makes no difference, but we really should initialize whoseMove to RED in Player.java. I have added this line to our skeleton: try { getSetup (); whoseMove = RED; // << NEW Game: {