[MUD-Dev] Server stability (was: Player statistics)

Klara clone at multiweb.nl
Mon Jan 15 19:47:22 CET 2001


At 14:18 1/15/2001 +0100, you wrote:
>> How does this work in DGD in more technical terms?
>
>In DGD, LPC-level threads last only a brief while and do not run
>concurrently.  Objects are swapped in on access, but can only be
>swapped out after the current LPC thread has completed; so if a single
>thread accesses all objects, your entire database will be in memory.

Funnily, on KoBra, which I'm sure you'll remember Felix, they're
running an LP-variant with roughly the same system. For years,
on such muds the goal was to get a stable, rebootless environment,
i.e. to find the balance where stuff is swapped and clean-up-ed,
and still have enough mem to run the game indefinitely, only
giving way to e.g. weekly maintenance reboots.
The fun (...) thing about KoBra was when they finally got a 256MB
machine to replace the 64MB one, making this possible, a
'simulated' reboot-mechanism was installed making the game boot
every couple of days, because otherwise the game would have to be
patched to insure the game's balance was retained. Server unstability
because it's easier to be lazy ;)

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