Re: perplexing error

B Razen <odbrazen-/[email protected]>
Newsgroups gmane.comp.games.mud.client.lyntin
Message-ID <[email protected]>
--- will <[email protected]> wrote:
> 
> The stack trace you're getting back is a bit off.  The line that's dying
> is your debug line:
> 
> >         exported.write_message("we are at the limit." % text) #debug
> 
> The text parameter isn't getting converted and stuck in the "we are at the
> limit." string.  If you fix that it'll either work, or you'll move on to
> the next problem (whatever that may be).
> 
> I'm not entirely sure why the stack trace is off.  Explain the steps in
> your development process that led up to this error.  Does this happen
> exactly like this with a fresh launch of Lyntin (i.e. you launch Lyntin,
> you connect to the mud, and it kicks this up) or only after you've done
> #load a few times?
> 

Reloading modules definitely throws off the line numbering, but
as far as I can tell that seems to be a python thing.  If I make
more than trivial changes I do a shutdown/restart so things 
line up again.

While we're on the subject, does anyone have a way to calculate
dependencies and reload them in the right order?  I have a custom reload
command that has a hand-built list, but I have to update it every time
I add a module or change an import.  The problem is that modules can
end up passing around objects from common classes that were redefined.
This happens even though I expire all old instances, the class that
inherits from the old version is still around and can create new 
instances that derive from 'old' classes.

I have 150+ classes spread over 20 modules, so getting the right
reload order is a bit of a pain.

-Razen

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