[DGD] Re: DGD-Fishing
Ragnar Lonn
prl at gatorhole.se
Mon Apr 5 11:58:13 CEST 2004
On Sun, 4 Apr 2004, Erwin Harte wrote:
> On Mon, Apr 05, 2004 at 01:34:52AM +0200, Ragnar Lonn wrote:
> >
> > But that means that all objects must implement a method of querying all
> > their internal variables? Hmm, I guess it could be done automatically
> > through parsing code and adding query-methods before the code is loaded.
>
> That's what Dworkin described further on in his reply, I think.
Sorry, sometimes I write while thinking.
Welcome to the department of redundancy department ;)
> > I'd have to keep track of call_outs too. But you're right, it should
> > work. Thanks :)
>
> You can use status(obj)[O_CALLOUTS] to get all relevant call_out()
> data, so tracking that may not be strictly necessary.
Aha, thanks.
> > While I'm at it I might aswell ask about state dumps also. Are they
> > as optimised as can be? Is it or would it be possible to somehow create
> > state dumps without the noticeable pause of the game?
>
> If you use the dump_interval parameter in the DGD configuration file
> then DGD can spread out the swap device rebuilding over that period
> and be 99% ready for the statedump, making the pause is a few seconds
> at the most.
And those few seconds are unavoidable? If one wants to build a system
that never pauses, never goes down, one needs to be able to perform
continuous backups to a second driver instance that can do failover
in case something goes wrong. That's my reason for asking.
> Hope that helps,
>
Definitely, thanks!
/Ragnar
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