[MUD-Dev2] Persisting a MUD state with plain binary serialization

Tiago tiago.matias at gmail.com
Sat Feb 21 13:42:28 CET 2009


Well, all things considered, I've decided for Sqlite3.

On Sun, Feb 8, 2009 at 5:20 AM, Mike Oxford <szii at sziisoft.com> wrote:

> Jeffrey Kesselman wrote:
> > On Thu, Feb 5, 2009 at 11:01 AM, Tiago <tiago.matias at gmail.com> wrote:
> >
> >>> Tiago wrote:
> >>>
> >>> Not sure what you mean by "binary serialization."  Just copying out of
> >>> memory won't work as I'm sure you're aware.
> >>>
> >>>
> >> Well, by binary serialization, I was in fact refering to a facility
> >> whithin.NET apps that simplify dumping an entire object graph do disk.
> >> My biggestinterest in this was just the simplicity it offers. Just
> >> callSerialize(World, filestream) and it's done.
> >>
> >> Problem is, like you might imagine, it's all or nothing. Anything
> >> besidesthat very easily becomes a pain to implement. Another problem is
> >> theversioning and upgrades (like you said). It effectively renders
> >> datamigrations almost impossible.
> >>
> >> I'm considering manually serializing to XML some big game blocks like,
> >> themap, the players, the mob's and the positions of these things in the
> >> world.Then it would just be a matter of fixing the references as these
> >> things aredeserialized back from the disk into memory
> >>
> >> The generated XML would obviously be human readable and writable and
> >> wouldmake upgrading possible.
> >>
> >> Disadvantes: A lot more to code when what I would really want to be
> >> doingwas programming MOB behaviour...
> >>
> >
> >
> > If you dont want to use a pre-built solution, have considered using a
> > real RDBMS like mysql?
> >
> > Not that hard to use really (at least from Java thanks to JDBC) and very
> > very flexible.
> >
> >
> Along the same lines, it may be worth it to look at OODBMS as well.
> Again, though, you have to
> deal with the upgrade path yourself.
>
> -mox
>
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