[DGD] DGD and *dbm

Shentino shentino at gmail.com
Mon Jul 21 22:53:48 CEST 2008


My other concern with such an "in-mud" logging facility is the sheer
bulk of the data that can be accumulated if it isn't dumped.

IMHO, it would be better to find a way to dump it to disk.  Until the
data is dumped, the driver would have to drag it around in memory.

On Mon, Jul 21, 2008 at 1:32 PM,  <bart at wotf.org> wrote:
> On Mon, 21 Jul 2008 21:11:32 +0200, Felix A. Croes wrote
>> bart at wotf.org wrote:
>> > Trying to think of a workable data model for this makes me come up with a
>> > number of variations, all of which end up in some nested array or an array of
>> > mappings if it has to scale to an imho reasonable size.
>> >
>> > What is your suggestion for this?
>>
>> Nested arrays would still all be in the same object.  It would be
>> best to store data in several objects, each filled up to a maximum
>> log size. That way, only the most recent object will be modified by
>> new log entries, while the others remain swapped out until someone accesses
>> them all (which presumably happens less often).
>
> That would help to keep them small enough to prevent swapping and reallocate
> 'lag' indeed, abeit at the expense of using more objects, and imho making the
> overall design of the logging subsystem more complicated.
>
> Complexity is a concern imho since logging should be robust enough to still
> provide useful data in case of serious system failure.
>
> Another thing alltogether is that replacing 'file' tools like grep in LPC
> seems difficult to me if it has to work on a substantial amount of data (think
> multiple session logs from multiple players for example)
>
> Incidentely, my lib does provide an alternative to using files or objects for
> logging, it has a functional equivalent of a unix syslogd that can also log to
> a seperate loghost. Supposedly I could do my grepping there :)
>
> Its good to know about this in advance tho, thanks.
>
> Bart.
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