[Twisted-Python] Two main loops
jasper at peak.org
Mon Nov 12 18:29:51 EST 2007
> Am 12.11.2007, 19:47 Uhr, schrieb Jasper <jasper at peak.org>:
>> To get to the point, I actually do feel that the fault lies with
>> Twisted, or more specifically PB. Code using PB wants to be as
>> unaware of the details of network transmission as possible. It
>> certainly doesn't want to slice things into a bazillion chunks for
>> individual transmission, and then puzzle them back together on the
>> other end.
>> IMHO it makes more sense for PB to understand it shouldn't block, and
>> to chunk and schedule its serialization (and unserialization) in the
>> same manner as the TCP packets sent underneath. I'm guessing this
>> would make for cleaner separation, and more general usefulness.
> I think this is a) not possible and b) not desirable. It's not
> possible because pb sends a single large chunk of data over tcp. The
> OS is responsible to break everything down into individual tcp packets
> and puzzle them together at the other end. The whole packet thing is
> not visible to pb. So if you want pb to split your data, then do
> splitted callRemotes.
I'm not thinking of splitting up packets. I'm merely thinking of
splitting up serialization, and not splitting the data.
> It's not desirable because you don't want your program to be stalled
> at uncontrollable times when the OS decides to send 20 tcp packets at
> once. You want to spread the load as evenly as possible and you'll
> have to do this manually.
> Which kind of game are you working on and how many
> connections/bandwidth does it have? I haven't encountered the problems
> you mention in my project.
Turn based strategy. Here's the (rather out of date) website if your
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