On Wed, 1 Nov 2000, Lewis, Jason wrote: [SNIPPETISNIP] > person wants to remake then it will be a drawn out process of me manually > removing it from the list. Great idea and not completely impossible, though, I imagine having a player-knows-player array could be quite hard on a big mud, memorywise. Currently I'm doing some job of getting the mud turned over into SQL, so far I've managed to get The player struct, Skills and spells, OLC-rights over into SQL. this means that by a single select I can figure out if the player has OLCright for a zone, thus eliminating any "limit" a player may have due to Arraysizes. Take the spell/skill array (which as far as I can read more or less the same) as example. It takes up X*spell/skills of bytes, Sure that isn't that much pr. Player, but in all it becomes quite a number of bytes. So in our new version of the mud, Spells/Skills is no longer a part of the player struct, instead a single select is made every time a player accesses a spell. Speed? I haven't noted any downgrade, And that's with around 60 players online Casting a spell simultaneous. (Running on a 450Mhz Psomething) Babbeling again I am.. :) But the point was that with some sort of Backend database this should be possible. Instead of having it in the playerfile, have it like the player-object files, or player-aliases, imho.. ;-) /S Sir Alec Guinness - May the force be with you, Always! +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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