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Re^2: Moose class design for game

by wanna_code_perl (Pilgrim)
on Sep 06, 2013 at 09:46 UTC ( #1052681=note: print w/replies, xml ) Need Help??


in reply to Re: Moose class design for game
in thread Moose class design for game

Granted, the server might need to send some values to the display, but it should not matter in the least if the client alters those values

Yes, that's part of what I tried to explain. My apologies if that bit got lost in the ramble. Since it's a client/server architecture, changing object attributes cannot affect the server's copy unless I am dumb enough to add in logic to directly or indirectly propagate those changes in the protocol, which--and you'll have to take my word for this--I'm not. :-)

As you put it, though, how to "send some values to the display" from an OO design standpoint was pretty much my question. To that end, your suggestion of borrowing some wisdom from CPAN is well taken. Thanks!

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[Corion]: marioroy: Oh, that's always cool, having API-compatible modules. This makes testing and comparing things much easier
[marioroy]: IPC in MCE::Shared can handle 400k (sends) per second. That's seems a lot for being a pure-Perl module. After making the release, will come back and post a solution for a node by a fellow wanting faster logging.
[Corion]: While working on WWW::Mechanize:: Chrome, I had the suspicion that AnyEvent was doing something wrong, but I was able to swap it out for Mojolicious and the error persisted.
[Corion]: Of course, the error was in my own code ;)
[marioroy]: Corion, start and start_child in MCE::Hobo::Manager return a MCE::Hobo object, whereas P::FM returns the PID. I can have it return the PID though. I tried Hobo::Manager with several P::FM modules, just changed P::FM to MCE::Hobo::Manager and it works.

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