[DGD] Re: Persistance

Felix A. Croes felix at dworkin.nl
Thu Jan 8 21:35:05 CET 2004


Stephen Schmidt <schmidsj at union.edu> wrote:

>[...]
> The problem comes with circular paths. Suppose the mud world
> has four rooms A through D, connected like this:
>
> A - B
> |   |
> C - D
>
> At the start of the world, the player enters in room A. He
> walks to C, then back to A, then to B, then to D. Now all
> four rooms are loaded. A has a pointer to C and C to A,
> created when the player walked from A to C. Similarly
> for A and B, and for B and D.
>
> When the player next walks from D to C, room D needs to
> realize that room C is already loaded. Does it have to
> search all existing clones of /base/obj/room to find it?
> That could get icky in a 10,000 room world. Or is there
> some more clever solution?

You are still assuming that the game world has been pre-made before
the first cold boot of the mud.  It's not; the world starts empty
and rooms are gradually added to it, using whatever tools are
available (a web interface perhaps).

There <is> no way to load all 10,000 rooms from a cold start.
There is no reason even to assume that those rooms exist as LPC
source files, or data files, or scripts or anything else.  They
exist in the mud, in the statedump, and that is sufficient.

Regards,
Dworkin
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