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Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??
On Sat, 21 Mar 1998, Ben Greear wrote:
>
> I'm contemplating a space based game, where once started, it will
> never again resemble it's starting state (unless the starting world
> image is saved of course.) It will be written in Java.
>
I've been thinking along these lines (a non-resetable mud) except
I'm using C++.
> The game will need to update it's persistant storage very often
> to make this feasible.
How often is very often? Wouldn't a backup and save to disk every
half-hour or so be ok?
> In my current game, I use ascii based flat files. I don't think
> this will work so well for the space game.
Well, it depends on what sort of machine spec you have, but I'd
have thought ASCII flat files wouldn't be a big problem as long as
you load all the data into memory when the server starts up
> Also, as a java server, I don't think I can do a select on incomming
> data. I think a thread for every player is a bit much...any suggestions
> here?
What's wrong with that? Threads aren't too expensive. Unless you're
anticipating literally thousands of simultaneous players you should be
fine.
Jo
- Thread context:
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??, (continued)
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Ross Nicoll jrn#st-andrews,ac.uk, Mon 23 Mar 1998, 08:09 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Matt Chatterley matt#mpc,dyn.ml.org, Mon 23 Mar 1998, 18:05 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Vadim Tkachenko vt#freehold,crocodile.org, Wed 25 Mar 1998, 05:02 GMT
- World Persistence, flat files v/s DB v/s ??,
Ben Greear greear#cyberhighway,net, Sun 22 Mar 1998, 05:39 GMT
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