[DGD] Persistance
Noah Gibbs
noah_gibbs at yahoo.com
Thu Jan 8 19:16:16 CET 2004
--- Robert Forshaw <iouswuoibev at hotmail.com> wrote:
> I cringe at the thought
> of hundreds of
> thousands of player objects sitting around in
> memory, serving absolutely no
> purpose.
As somebody else said, this is equivalent to a
similar problem on non-persistent MUDs -- cleaning out
inactive players. You're going to have to keep them
on disk no matter what. You can't avoid that. And
you just cleanup inactive in-memory players in a
persistent MUD the same way you would with inactive
on-disk players in a non-persistent MUD.
As for keeping them out of RAM, DGD does that for
you. DGD is what's called a disk-based server. Did
you notice all those memory and swap parameters in the
configuration file? What they boil down to is that
inactive stuff goes to disk, freeing up your RAM,
until and unless the stuff gets used again.
In other words, your inactive players are *still*
only taking up disk space, not RAM. Same as a
non-persistent MUD, but with a more convenient
interface :-)
=====
------
noah_gibbs at yahoo.com
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