On Sun, 20 Feb 2000, Dan Merillat wrote: >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. CircleMUD already does the above, every 5 minutes. Players only save aliases with 'save'. -- George Greer | Mailing list archives greerga@circlemud.org | http://post.queensu.ca/~listserv/wwwarch/circle.html +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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