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Re: [pygame] sockets and events
> Another method is to use a separate thread for the
> socket handling, and somehow have that thread in a
> safe manner pygame.event.post() USEREVENT:s, or using
> some other mean handle the event.
just so everyone knows, SDL's event queue is very
thread safe, so no extra work is needed to post events
in a threadsafe manner.
btw doug, jans problem with the USEREVENTS was that
blocking MOUSEMOTION events from the event queue was
also blocking the USEREVENTS from the queue. a strange
problem, and not recreatable in a "simple" test. i
rechecked the pygame code for blocked events several
times, i don't think pygame is the problem. (??)
anyways, i wouldn't fear using USEREVENTS :]
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