On Mon, 19 Jun 2000, Ron Cole wrote: > between zones for expansion, assign large ranges of zones to each builder, I started off by stripping the int that was assigned for OLC and replacing it with an array of ints, this helped a bit since builders could now work on 5 zones. The code We're working on right now contains a complete SQL for players. This in Effect means that a Builder can have virtually Unlimited amount of zones, or at least up to the maximal amount of zones, I think the db we're running maximum can handle numbers up to 18446744073709551615, Allthough if I ever were to redesign it (No we have not yet gotten around to that.. :), I'd probably chose the IP-Style (4 Octals) or something similar, perhaps base it on IPV6 (128 Bits, hm, wonder where I've heard that before :). A lot of other goodies were given to us simply for changing (It sounds so easy doesn't it? :) into an SQL-DB, Players can now have Unlim amount of spells/Skills, and it will/should not affect the memory usage. Stripping off the Spell/Skill array and have a function dig down into the SQL and return 0 if the player does not know the skill/spell and the percentage otherwise. As for speed, so far I've done some testing with around 20-30 players online at the same time doing different things (Thus having to save a lot). It might be because everyone was from locally, but speed wasn't really an issue, At least I couldn't measure any form of lag. Hm, I had a question regarding all this, but it's gone now.. *ponder* Oh well, I might just be rambling... :) /Serces "The Law of Self Sacrifice" When you starve with a tiger, the tiger starves last. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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