> Ok the problem is as follows.. The Mud boots up fine, with all objects and > other data loading in correctly. After a while of play tho, and from what I > can gather when players log in and such, whole zones of objects start > disappearing. I also think the objects disappear in a large chunks rather > than item by item. > > I have written my own custom olc, which would point to the problem, but I > rebooted the most up to date code in at least a day before the problems > started showing up. And the olc code for objects and such has been installed > for around six months without change. So I don't think that is the problem. > Unless it is something unique to do with zones/objects that have been > created since. > Well, the custom olc is what I'd look at first. I'd closly examine the logic you use when you edit anything. If you have something like unique objects (alot of people call it restringing), I'd also look at that - I have personal experience in the odd results which come from attempting to isolate individual strings or other components of a structure which is primarily based on a template. One of the things people don't realize is that the whole template system circle uses for items means that in many cases, changes to an individual object affect all existing (and yet to exist) objects of that sort. It causes alot of not-insurmountable problems too, since for insertions and deletions of items, you have to renumber upon insert (at least, for the rnums). For a while, there was some sort of 'dig' command which had this problem. Dig was supposed to create an exit from one room to another - creating the target 'end' room if it did not exist. 'dig 30 40 north' might make an exit leading north to room 40 from 30. However, if it had to insert that room (40), it would. This was a problem if someone was already editing (especially door exits) in a higher numbered room. Things would make subtle shifts between the setting of vnum and setup of pointers between the inidivudal's copy of a room and the placement of said room into the world. Lest you think this is an infrequent event, many builders working at the same time in many different zones is the norm for many startup or active muds. So, it's something to look for. I'd offer more help, but it seems that alot of the problems lie in code that you've written, and while a listing of all relevant code may be useful (if somewhat large), I don't have the time to peruse it. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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