-----Original Message----- From: Angus Mezick <angus@EDGIL.CCMAIL.COMPUSERVE.COM> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Monday, April 06, 1998 5:03 AM Subject: Re: checkpointing >um... checkpointing is mostly for catching infinite loops. On a heavy use/slow >machine, saving your whole world will take a bit of time. it is set to 3 >minutes so that the problem HAS to be an infinite loop, and not just some god >command that is a bit intensive. >--Angus C'Mon.. Didn't you read the message? Find me a routine that takes longer than 30 seconds to run.. Bottom line is that 30 seconds is way out of the range for any set of routines in a realtime program. Saving the whole world? On a heavily used machine? That's why I suggested the _default_ be lowered and anyone who comes up with a heavily used machine or a routine written poorly enough to not return control in 15 seconds would have to change _their_ checkpoint timeout. I just checked my machine. Saving the entire world (all mobs/all objs/all rooms) in a loop (which I had to construct, as I never save the entire world at one time *boggle*) .. took less than 3 seconds. Admittedly I have a fast machine... When was the last time the checkpointing value was updated to compensate for new faster hardware in common use? I know it hasn't been since bpl11.. or even 2.x if memory serves. I changed mine to 15 seconds.. haven't had any problems.. and I recommend others do the same, especially if they are running on the same machine I am. :-) --Mallory +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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