ruby-mmo/engine/player_proxy.rb:7: stack level too deep (SystemStackError) #50

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reedlaw opened this Issue Apr 13, 2012 · 4 comments

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reedlaw commented Apr 13, 2012

This is a clear sign the engine needs reworking. It can't handle too many players. If some players are removed it runs fine. Now would be the time for suggestions on how to separate the engine from the players.

Contributor

vitaly-pushkar commented Apr 13, 2012

As I said before, I think there is only one secure way - providing server-side API for the game.

Contributor

abevoelker commented Apr 13, 2012

The secure way would be to run the game in a separate process and make the players communicate with the game via IPC (such as over a socket). Not sure on the best way to do the IPC... perhaps some event processing of the pubsub variety?

EventMachine (perhaps using nats) comes to mind. Redis(alt) and 0MQ(alt) also have pubsub mechanisms.

Owner

reedlaw commented Apr 13, 2012

I was thinking of using pubsub, either through something like Faye, or with
redis to persist the data.

On Fri, Apr 13, 2012 at 11:25 AM, Abe Voelker <
reply@reply.github.com

wrote:

The secure way would be to run the game in a separate process and make the
players communicate with the game via IPC (such as over a socket). Not sure
on the best way to do the IPC... perhaps some event processing of the
pubsub variety?

EventMachine (perhaps
using nats) comes to mind.
Redis(alt)
and 0MQ(alt)
also have pubsub mechanisms.


Reply to this email directly or view it on GitHub:
#50 (comment)

Owner

reedlaw commented Apr 13, 2012

This was fixed with #53

@reedlaw reedlaw closed this Apr 13, 2012

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