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Re: [MUD-Dev] Persistance/stability
> [Adam W:]
> : Since the mud boots in about two seconds on our primary
> :server right now, we *should* be able to program it well enough that
> :a 'crash' will just look like a two second pause, which is hardly noticeable
> :given the haphazard timing of messages (no pulses, anyhow) to players.
>
> Two seconds? That's pretty quick to be up and running again. Does that
> include time to get the needed parts of the scenario back from the db?
> I know on mine that it doesn't take long to load the server, but then it
> has to execute the restart actions of all the NPC's, etc. which in turn
> 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. :)
- Thread context:
- Re: [MUD-Dev] New Topic: Butthead features, (continued)
- Re: [MUD-Dev] Dynamic Descriptions,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 31 Jul 1997, 13:04 GMT
- Re: [MUD-Dev] Persistant worlds, Dan,
Huibai ashen#pixi,com, Wed 30 Jul 1997, 15:29 GMT
- Dynamic Descriptions,
Nathan Yospe yospe#hawaii,edu, Wed 30 Jul 1997, 04:41 GMT
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