December 26th, 2010
I am working on a networking library for a multiplayer game. The networking library is going to be built atop the usocket library. I intend to provide utilities for serializing and unserializing messages into binary packets and delivering them with selectable quality-of-service to any number of participants in a group.
So far, I have a general-purpose serialization library underway.
A month or two ago, I watched a bunch of videos of Uncle Bob speaking at various conferences. He’s thought a lot about what makes code testable and maintainable, and he’s an excellent speaker. I’ve even paid to watch some of his hour-ish videos at his Clean Coders site. In Clean Code, Episode 3 – [...]
For my networking layer library, I wanted to provide ubiquitous logging. At the same time, I did not want to tie the application to my choice of logging library. I wanted the user to be able to pass me a function where I could give them a logging category and something to log. (in-package :unet) [...]
Made an addition to the USerial library to support logging of binary messages (so far only cl-log supported). (serialize-log :log-category :uint32 uint-to-log :string "string to log" …) Here is the latest tarball: userial_0.4.2011.04.11.tar.gz and its signature: userial_0.4.2011.04.11.tar.gz.asc.
One of the things that my current work does better than anywhere I’ve worked before is logging. When something goes wrong, there is a log file that you can dig through to find all kinds of information about what you were doing and how things were going. As I move forward programming a game with [...]
I have released a new version of my serialization library. I hope no one has dug in too far on using it yet because I rearranged the interface a fair bit in this release. To accommodate more complex serializers and unserializers as well as supporting a with-buffer macro, the buffer is no longer the first [...]