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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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