reedlaw / ruby-mmo

Ruby MMO: massively multiplayer online programming challenge
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ruby-mmo/engine/player_proxy.rb:7: stack level too deep (SystemStackError) #50

Closed reedlaw closed 12 years ago

reedlaw commented 12 years ago

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.

vitaly-pushkar commented 12 years ago

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

abevoelker commented 12 years ago

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.

reedlaw commented 12 years ago

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: https://github.com/reedlaw/ruby-mmo/issues/50#issuecomment-5116906

reedlaw commented 12 years ago

This was fixed with https://github.com/reedlaw/ruby-mmo/pull/53