[MUD-Dev] Re: In game bulletin boards vs. Web based.

Jon A. Lambert jlsysinc at ix.netcom.com
Wed Jul 8 22:55:40 CEST 1998


On 24 Jun 98, Jo Dillon wrote:
>   My code is entirely server-based; all world objects are on the servers.
> The idea is that a given geographical area of the mud is assigned to
> each server (the rationale being that most objects will tend to stay
> within the same geographic area most of the time). There's a central
> server which holds user passwords and names and the addresses of all
> the other servers. Objects can migrate between servers; my RPC mechanism
> allows you to send objects as parameters, and there's a method
> of automatically marshalling and initialising objects based on a table
> of variable pointers. That makes the RPC work a bit harder; basically,
> when sending an RPC message it first looks on the local server, then goes
> and asks the node where the object was created if the object's there (the
> originating node is coded into the object name, in the form
> node.object). If it is it does the RPC, otherwise the creating node
> tells the calling node where the object is (the object tells the creating
> node where it is whenever it moves). 

Fascinating. :)  

Would each server have it's own network connection.  If so, have you 
worked out a way to transfer Bubba's connection to another server 
in addition to his owned objects.  If not, how does distribution 
benefit the overall server throughput?  Wouldn't bandwidth generally 
still be the limiting factor?

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