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20219: Re: [MUD-Dev] Design patterns for game database implementations
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From: J C Lawrence <claw@2wire.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 25 Jul 2001 23:08:20 -0700
References: [1]
Organization: Kanga.Nu
On Mon, 23 Jul 2001 14:41:19 -0700
Caliban Tiresias Darklock <caliban@darklock.com> wrote:
> So what I'm wondering is, how have other people managed their game
> databases, and what successes and failures have come to light in
> those efforts?
One of my many hacks on this was:
Part of an ObjectID was a numeric index.
Objects were stored in a file as more-or-less sequential variable
length records.
A second file acted as index into the first on the simple basis
that the N'th off_t was the offset into the first file of the
object with ID N.
On server boot I then pre-scanned the DB and built a local hash
table of other interesting indexes, which I then maintained across
inserts and edits. Compaction was inelegant at best and CPU
intensive at worst.
--
J C Lawrence )\._.,--....,'``.
---------(*) /, _.. \ _\ ;`._ ,.
claw@kanga.nu `._.-(,_..'--(,_..'`-.;.'
http://www.kanga.nu/~claw/ Oh Freddled Gruntbuggly
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