Submitting a bug is... KIND of like contributing... right?

Since I enjoy writing at myself so much, I figure I’ll go ahead and update this! :)

I finally started getting back into this little by little, and actually made some pretty good progress. I fixed the rendering quirks I was running into by digging into and correcting my usage of the multiprocessing library; I still have some locking to implement, but it’s quite trivial compared to the major revamp I just finished.

There’s just a small problem left with rendering on moving to a new map, but I know where the problem is, and it’s something that just hasn’t been fully thought out yet.

As for the title, as I was going through my multiprocessing implementation, I hit a VERY frustrating issue. Long story short, it turns out you can’t start this particular type of shared memory controller in a file that’s imported by the invoked script — whether it’s created in an import or not, is start() method MUST be called from the script you actually RUN. Yeah, screwy. I filed a bug, though, so rock on!

Things that are now working:
Client

Server

General

I’m noticing that the graphics and networking processes are eating an irresponsible amount of CPU time, so that’s going to be something to look into, but I don’t think it’s going to be a big problem; there shouldn’t be anything too non-standard about the way I’m handling those things.

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Trials and Tribulations

You've made your way to a brief record of the odd and intriguing events which constitute the development of my pet project, The Great Two-Dimensional Online RPG.

Tags

architecture, c++, client, crafting, ec2, git, graphics, ipc, leveling, maps, menus, movement, multiprocessing, processing, pydoc, pygame, python, queue, rendering, scaling, server, skills, stack, synchronization, textpattern


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