Posted: 02 May 2007, 18:01
Eve-online backend is written in python stackless.
The client itself is not python.
Main reason devs gave this is to make it easier to implentment changes. Which can agree on
As for unitylobby taken userbase away calling it quits. Takes up to much time. May want to look at latest svn. Have some code abstracted.
i.e battle info is in classes (including bitmasks code & creating script.txt)
Variable names in battle info class could do with some cleaning up.
There is also a python unitsync script that stores info in a elementtree xml file.
And a class for reading / saving it (i.e getmapinfo() etc). So u dont need unitsync.so{.dll} hogging cpu usage (may cause a timeout in lobby chat in worse case scenario)
Note lobby protocol is not in utf (dont have the encoding off hand).
Also recommend python twisted, makes debugging code in threads & writting connection code a piece of pie. If u need help with python twisted give me a pm.
Anyway gl
The client itself is not python.
Main reason devs gave this is to make it easier to implentment changes. Which can agree on
As for unitylobby taken userbase away calling it quits. Takes up to much time. May want to look at latest svn. Have some code abstracted.
i.e battle info is in classes (including bitmasks code & creating script.txt)
Variable names in battle info class could do with some cleaning up.
There is also a python unitsync script that stores info in a elementtree xml file.
And a class for reading / saving it (i.e getmapinfo() etc). So u dont need unitsync.so{.dll} hogging cpu usage (may cause a timeout in lobby chat in worse case scenario)
Note lobby protocol is not in utf (dont have the encoding off hand).
Also recommend python twisted, makes debugging code in threads & writting connection code a piece of pie. If u need help with python twisted give me a pm.
Anyway gl