>Before anyone gets too deeply into discussion of how to convert playerfiles, >for use with other UNIX systems, I may as well bring up an idea I've been >thinking seriously about for the past couple of weeks: switching Circle >over to using ASCII-based playerfiles. > >Why? Well, first, I'll tell you the reason I've wanted to stick with binary >files in the past: > >-They take up less space (1K per player vs. 4K per player, or whatever the >min blocksize of your filesystem is.) I found that less than 25% of players >have rentfiles in practice, so a binary file saved space. > >-They're faster. > Well it sounds like a good idea. I am in the process of converting my Circle 2.2 based mud to use a binary database format for objects mobs etc - this certainly does impact the time taken to boot but you can only do this if you have integrated online building (ultimately I hope we will support both binary and ascii database modes switchable). Since circle 3.0 does have integrated online building perhaps you should consider moving the database to a binary system too. The advantages of ASCII player files?...1) Easily editable. But if you are doing more than transfering one or two chars or maybe tweaking one or two, then you will want to write a program so there is no real advantage. 2) No endianness probs switching to a new machine, however it is really easy to swap the bytes around. 3) Easier to fix corruption problems. Big Win. Disadvantages? 1) Speed... ASCII is slower - but this is not terribly relevant for playerfiles - more important for DB files. 2) Size... Disk space is cheap. -- Ich habe Dinge gesehen, die ihr Menschen niemals glauben wuerdet. Gigantische Schiffe, die brannten draussen vor der Schulter des Orion. Und ich habe C-Beams gesehen - glitzernd im Dunkeln nahe dem Tannhaeuser Tor. All diese Momente werden verloren sein in der Zeit...so wie Traenen im Regen. Zeit zu sterben...
This archive was generated by hypermail 2b30 : 12/07/00 PST