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6015: [MUD-Dev] Re: Multi-Server games

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From: J C Lawrence <claw@under.engr.sgi.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 29 Jun 1998 10:32:52 -0700
References: [1]
Organization: Kanga.Nu
On Sat, 27 Jun 1998 11:18:15 +0000 
Jo Dillon<emily@thelonious.new.ox.ac.uk> wrote:

> MH (michael@sparta.mainstream.net) spake thusly:

>> <remote server SEGV's> 
>>
>> <local server fails to recieve confirmation of remote server's 
>> acceptance of player> <local server puts player back where he/she
>> was, takes necessary visual steps>
>>
>> Suddenly, a great chasm appears between you and Boffoland.  You
>> won't be going *there* for a while...
>> 
>> > curse You swear angrily.

>   This is exactly what I do, as a matter of fact. But what if things
> fail halfway through transferring a group of objects? (I.e. Bubba is
> transported but failure happens halfway through transferring the
> things he's carrying?)  And what happens if something nasty happens
> between the time when the object is linked into the new node's
> database and the acknowledgement is sent?

Anyone of the standard transaction wrappers would do.  Just put a
transaction wrapper about the transfer of the entire set of objects
with a two stage commit.

--
J C Lawrence                               Internet: claw@null.net
(Contractor)                               Internet: coder@ibm.net
---------(*)                     Internet: claw@under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...