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<H1>Re: [MUD-Dev] Persistance/stability</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Persistance/stability</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 5 Aug 1997 00:51:36 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
&gt; [Adam W:]
&gt; :		Since the mud boots in about two seconds on our primary
&gt; :server right now, we *should* be able to program it well enough that
&gt; :a 'crash' will just look like a two second pause, which is hardly noticeable
&gt; :given the haphazard timing of messages (no pulses, anyhow) to players.
&gt; 
&gt; Two seconds? That's pretty quick to be up and running again. Does that
&gt; include time to get the needed parts of the scenario back from the db?
&gt; I know on mine that it doesn't take long to load the server, but then it
&gt; has to execute the restart actions of all the NPC's, etc. which in turn
&gt; will trigger a lot of object references.

Well, it's all in-memory, and to be honest it's hardly what I'd
call 'massive' just yet.  However really the credit lies with the
kick-ass system we run on; I'm not sure what it is, actually, since I've
never actually seen it, but the mud can do a clean (complete) compile
in about 20 seconds, as opposed to over an hour on my PC at home.
So compared to that, booting a little db and processing a bunch of
start-up events is like nothing. :)


</PRE>

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<LI><STRONG><A NAME="00379" HREF="msg00379.html">Re: [MUD-Dev] Persistance/stability</A></STRONG>
<UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] New Topic: Butthead features</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00540" HREF="msg00540.html">Re: [MUD-Dev] New Topic: Butthead features</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 14 Aug 1997, 03:19 GMT
<UL>
<LI><strong><A NAME="00543" HREF="msg00543.html">Re: [MUD-Dev] New Topic: Butthead features</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 14 Aug 1997, 03:35 GMT
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<LI><strong><A NAME="00574" HREF="msg00574.html">Re: [MUD-Dev] New Topic: Butthead features</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 21:30 GMT
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</ul>
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</ul>
<LI><strong><A NAME="00379" HREF="msg00379.html">Re: [MUD-Dev] Persistance/stability</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 05 Aug 1997, 00:20 GMT
<UL>
<LI><strong><A NAME="00391" HREF="msg00391.html">Re: [MUD-Dev] Persistance/stability</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 05 Aug 1997, 14:42 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">Re: [MUD-Dev]	Dynamic Descriptions</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 31 Jul 1997, 13:04 GMT
<LI><strong><A NAME="00287" HREF="msg00287.html">Re: [MUD-Dev] Persistant worlds, Dan</A></strong>, 
Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Wed 30 Jul 1997, 15:29 GMT
<LI><strong><A NAME="00277" HREF="msg00277.html">Dynamic Descriptions</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 30 Jul 1997, 04:41 GMT
<UL>
<LI><strong><A NAME="00373" HREF="msg00373.html">Re: [MUD-Dev]  Dynamic Descriptions</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Mon 04 Aug 1997, 18:36 GMT
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</UL></BLOCKQUOTE>

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