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Optional kill signal handler registration #1

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I have a use case in which the spock event loop is not running in the main thread.
Spock currently assumes it's in the main thread by always calling signal.signal -- I have introduced a setting called "killsignals" for the Event plugin to avoid that registration in cases where spock is running within a larger application that performs its own thread management.
The change is meant to be non-invasive, so everything should be the same for people who run spock in the main thread.

Ronnie Vuine and others added 30 commits June 6, 2014 13:12
signal handler registration optional
Just a dumb typo I missed somewhere along the way
Added all the current biomes to mapdata.py
Conflicts:
	spock/mcmap/mapdata.py
	spock/mcp/mcdata.py
EmptyChunks with non-empty blocks at runtime
Fixed rep and selectedProfile not being defined for offline or demo accounts
Fixed off by one error in packet size, and datatype of keep_alive
gamingrobot and others added 30 commits January 4, 2015 10:28
ClientInfo should serve as a reference for how core and helper spock
plugins should register for and handle raw packets.

Wherever possible, plugins should depend on other plugins before falling
back on raw packets. However, for many plugins this isn't possible, when
packets are need their registers should prefer strings ident and their
handlers should be well named and commented to specify what packet(s)
they interact with.

For excessively long handler/packet registration, or for registering
multiple events to one handler (or vice-versa), simple loops are
acceptable
(we can not check whether it's us who went to bed, for the moment we don't care though)
This reverts commit 23f08a3.
We don't need this hack anymore
this will queue any packet other than the usual keep-alive and position packets during reconnect, when the client ist not in PLAY state. it will send them in their same order once the play state is regained.
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5 participants