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Re: [MUD-Dev] Embedded languages, object persistance... ack.
On Tue, Jan 18, 2000 at 01:17:25AM -0800, J C Lawrence wrote:
> On Mon, 3 Jan 2000 15:20:42 -0500
> Jay Carlson <nop#mitre,org> wrote:
>
> > The big lose of persistence is that it's harder to get things back
> > to a known state if your code screws up.
>
> In general this is a function of transaction and logging models.
> Given a well implemented transactional model rolling back the log to
> the last set of compleat transactions *should* be cheap and fast.
I read Jay's comment more along the lines of "if your code screws up and
creates 50,000 Swords-o'-Death scattered across the world" rather than a
transaction issue. If your world is persistant, you can't just "fix the code
and reboot" to get back to an undamaged game state.
--
Oliver Jowett - icecube#ihug,co.nz - http://homepages.ihug.co.nz/~icecube/
KeyID: 1024/679D94C5 Fingerprint: CD94 5270 E2F4 339F 6A90 05C9 9DE4 EECC
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MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
J C Lawrence claw#kanga,nu, Sat 01 Jan 2000, 19:03 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
Jay Carlson nop#mitre,org, Mon 03 Jan 2000, 20:25 GMT
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
J C Lawrence claw#kanga,nu, Tue 18 Jan 2000, 09:17 GMT
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
icecube icecube#ihug,co.nz, Tue 18 Jan 2000, 20:52 GMT
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
Kevin Littlejohn darius#connect,com.au, Wed 19 Jan 2000, 02:56 GMT
- Re: [MUD-Dev] Embedded languages, object persistance... ack.,
J C Lawrence claw#kanga,nu, Sat 15 Jan 2000, 07:14 GMT
- Re: [MUD-Dev] Admins as Mortals twist,
Greg Miller gmiller#classic-games,com, Fri 31 Dec 1999, 21:22 GMT
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