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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5 | |
Black Magic
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If you think about the architectural design of the game and the version of Python used they are completely different. The game was made using C++ (unmanaged code, no CLR), the version of Python uses managed code (has CLR). This is where things get tricky when you have unmanaged code running managed code that calls out to managed/unmanaged code ![]() When you import a .py file all the 'items' in it are added to that object's global space. Since they are now in it's global space they can be accessed by it without having to call out to any DLL and thus risking a game crash. The way you call out to DLLs and the way they respond back to the game has to be in-sync also or you will be in CTD heaven. You'll find out soon enough ![]() You are making an on-demand type of interface that will have many callouts and callbacks from it (you say you want to be able to change in real-time). Unless you are a master of multi-threading you will run into problems. Your callbacks cannot directly manipulate a .py file or you risk a crash. You have to connect the callbacks to the game in a soft and synchronized way (when the game is ready to answer your callback). In my DLLs that change game values I use locks and other multi-threaded techniques to make them thread-safe and thus avoid the crash. Your best bet is to design the interface in the .py files (and menu editor). That way it's guaranteed to be thread-safe. Last edited by TheDarkWraith; 01-05-12 at 03:30 PM. |
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