> > > I haven't made up my mind about this. I was tempted to go with > >standalone instances. It does make much of life easier, and I prefer to > >think that I'm saving enough memory elsewhere to have the liberty to spend > >it here. This will be slightly modified by a suggestion from the same > >people who introduced me to the idea of the binary tree world structure, a > >new field - number of items. That way, if you have 20 waybreads, it's > >merely one item with an additional field, combined in the same way the > >mob/obj stacking snippets do. It was pointed out that aside from 12-20 > >items for worn equipment, a small number of collected items from the > >current zone, most of an adventurer's inventory is food, drink, copies of > >scrolls/potions/etc. Most characters do not hold 100 unique items. > > Hmm... sounds like what SMAUG or some other codebase is doing. So, if one > of the waybreads is poisoned and another is cursed, they are considered > unique and listed separately from the rest? Yep. As a matter of fact, I've actually finally decided on a hybrid. Until a specific (item in this case) is needed, it will not be held in memory. Once it is needed, it's added to the b-tree, and all items will be generated from that prototype. This includes our 20 waybreads which exist as one item. Anything aside from that - for simplicity's sake - will be tagged as a unique item, and will have unique non-prototyped strings (even if they're identical). > > >> If you want more bang for the buck, switch out room and mob long > descriptions. > >> That's where most of your memory will be recovered, and you don't generally > >> search descriptions anyway. > >> > > Another teriffic idea. I'll have to see how this works - though, > >aren't mob long descs still just pointes to the original string? > > It will still work. I used George's world swap snippet that dumps room desc > into a binary file, and changed it to include not only mob and obj long > desc, but also the extra desc as well. Together with the advice from Dak to > mmap() the whole thing, it seems to go smoothly, and uses less memory. > People don't really look at the room, mob and obj long desc most of the > time, and extra desc even less. But Sammy is right about room desc taking > up a lot of memory. However, if you have builders like me who likes to > fantasize and elaborate as much as possible for mobs and obj, taking those > out can still save you a significant amount.... > Damn builders. If it wasn't for them and the players mucking up my system, I'd have no problems. I'll cover mobs though, in the same way I will objects. I'll keep everyone posted as to the results, so far it looks pretty good - over 50% memory savings from just rooms and zones alone. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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