![]() Print "Waiting for player to press a key and disconnect. SyncTERM is an ANSI-based terminal originally intended for browsing BBSs, but it works fine for SSH servers as well. My $response = "Player Connection Info: $player_address : $player_port. My $player_port = $player_socket->peerport() My $player_address = $player_socket->peerhost() Next unless $player_socket = $socket->accept() It wasn't long after I had working code for a telnet server! Official Synchronet BBS List (generated daily) (SyncTERM List File) Official Synchronet BBS List (live) And another live representation here. I read up on how to make a telnet server with Perl and from that reading I quickly learned about IO::Socket::INET. The first step was to get a telnet server that could accept multiple simultaneous connections. A forking telnet server, can you believe it? Fork yah! Okokok. This is where I found the modules to develop a telnet server. As of writing this article, CPAN currently has 208,034 Perl modules written by 14,179 authors. If you want to do something, chances are someone has already made a module for that. Comprehensive Perl Archive Network, or CPAN, is Perl's repository of code modules. If you code in another language, perhaps you've heard of it. This is an area I have little experience with and a great opportunity to learn. You can use SyncTERM like a remote video terminal to log into a central computer in a time-sharing network, just like in the good old days. I like it because it provides a nice retrofitted way of using the Raspberry Pi. I really like the idea of creating multiple processes with fork that can interact with each other. SyncTERM is an ANSI-based terminal originally intended for browsing BBSs, but it works fine for SSH servers as well. To me, this is a great opportunity to work with Fork. Depending on the specific game requirements, this does not necessarily mean players interacting with each other, but at least having multiple players connected at the same time to the same server. SyncTERM works the most consistent across these platforms, it's been around for a long time and is still actively being developed. I've tried many different clients, on Mac, Windows, and Linux. a desktop computer connected to the same network, with SyncTERM installed. a Raspberry Pi running Raspbian and connected to a network 2. ![]() SyncTERM is, in my opinion, the best available choice for cross-platform rendering of ANSI graphics over telnet. This tutorial will show you how to use the terminal emulator SyncTERM as a remote terminal to a Raspberry Pi. This being said, it wasn't long searching google before I came across SyncTERM. Since I was going with ANSI graphics, they are best known these days, for me at least, to be used in telnet/terminal clients and BBS's, which are mainly telnet based now. I feel much more comfortable, and interested in, working with server side code, as may be true for other Perl dev's out there. ![]() And honestly, it seemed too far outside my comfort level with Perl. I looked into it, and it just wasn't something I wanted to do. Initially, it all came down to my decision NOT to code the client side. I know, right!? I still ask myself the same question today, but at this point, I'm kinda committed. Well, at it's core, ANSI Game Engine is a very colourful and interactive telnet server. Check out the first article in this series If you want to start reading from the beginning.
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