Del writes: > Try this, force all save.. > This would be worse than everyone within a 5-30 second timeframe on > adding aliases. Saved a character 1000 times: 1.7 seconds. Granted, saving 1000 different characters would be a bit more expensive because of cache/etc, but I don't see this as a huge slowdown. If it is, simply putting a one second lag on players using the save command would stop that problem dead. Biggest thing is avoiding item duplication.... I'm pondering setting "dirty" bits on players when items/money gets transfered and having any save act like a sync() on a unix filesystem... every "dirty" player gets written. Since the system is fast, even if there were 1000 players on, all "dirty", the mud would only pause for a second. Do it on a regular basis (Every minute or so) and the whole problem goes away. Note: this's a player save only. I'll re-profile when I put in object saving as well. --Dan +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 04/10/01 PDT