[DGD] Persistance

Par Winzell zell at skotos.net
Thu Jan 8 20:51:04 CET 2004


>> Once you have players as ever-present, persistent objects, you'll 
>> start doing things differently. If player objects are never 
>> destructed, then their object pointers never disappear. So every 
>> object that needs to keep some kind of record of players can do so 
>> using object pointers instead of some ad-hoc label, e.g. a unique 
>> name. Similarly, where your average LPMud links a room exit into 
>> another room's filename, in a persisteng world you link directly to 
>> the object pointer.
> 
> 
> When you eventually do reboot, how will it reconnect the rooms? Doing it 
> by file name makes this easy, but by object reference, well, for a start 
> every room object will have to be loaded, and then how is it going to 
> figure out what rooms connect to where, if not by file name?

Ah. You don't fully get it. When the game comes back up after having 
read the dumpfile, the state is indistinguishable from what it was 
before the reboot (apart from things like network connections). That's 
what persistence means. The reboot never happens. It's just a pause.

Zell


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