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Random code idea
Posted: Wed Oct 17, 2007 11:53 pm
by Red Squirrel
Since we're on dual core now, I was thinking, I can probably make world saves run off the other core while the game keeps going. I have a couple ideas in mind on how I'd approach this, not that hard. Basically need to track if an item has been modified since the save started (while its saving) to avoid saving partial item info. As this is a major system change I'd probably setup a TC2 - Lab entry in the server list to test this out.
Archived topic from AOV, old topic ID:1472, old post ID:9172
Random code idea
Posted: Thu Oct 18, 2007 11:13 am
by dprantl
That's a very dangerous concept you are pondering, especially with code that was written without that in mind (not even getting into the quality of most of the RunUO code). Every method that writes must handle the case where a save is occuring. Also, methods that read may need special handling as well or they may crash the system if invoked at just the wrong moment.
Archived topic from AOV, old topic ID:1472, old post ID:9181
Random code idea
Posted: Thu Oct 18, 2007 11:42 am
by Red Squirrel
Yeah it's all things to consider and test, this would not go live for long as I'd have to let it sit and run all sorts of tests on it.
Archived topic from AOV, old topic ID:1472, old post ID:9182
Random code idea
Posted: Thu Oct 18, 2007 5:04 pm
by rizzen
i for one dont mind a world save on this shard especially sinse they last a average of 1 second 2 tops haha
Archived topic from AOV, old topic ID:1472, old post ID:9196
Random code idea
Posted: Thu Oct 18, 2007 6:21 pm
by Red Squirrel
Yeah right now they're nice specially with the server upgrade. Though as items and mobs increase they go up. The DB system in RunUO is not what I would like to call scalable. The real solution is to go with a DBMS but thats a tad more work.
Would be well worth it at the end though, something I've considered for future development.
Archived topic from AOV, old topic ID:1472, old post ID:9203