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30759: Re: [MUD-Dev] Distributed State Systems

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From: Michael Tindal <mtindal@paradoxpoint.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 3 Sep 2004 00:58:08 -0400
References: [1] [2] <-newest
Organization: Kanga.Nu
On Tuesday 31 August 2004 01:04 am, Davion Kalhen wrote:

> This is the first time I've posted on MUD-Dev but I've recieved it
> for alittle while now. But why not use a signal handler and use a
> style like Erwin's copyover? I've used it for alittle bit now and
> it works nicely. But mostly your looking at a bad idea. Segment
> Faults occure mostly when data is accessed outta bounds, if by
> chance you happen to try to save that data while the MUD is going
> down, nothing but bad juju there, and you'll wind up with loads of
> currupt data. Like players titles being random ansi characters
> :P. We don't need that!  All and all, I just don't think thier a
> good idea if its because your mud crashes on a regular
> basis. There's also problems with crashing while copyingover, but
> there's easy fixes for that. But think about it, if it could be
> done, wouldn't Micro$oft do it, so Windows never crashes? I don't
> mean to bash your idea.

Im not saving data from a segfault, the nodes don't hold the data
themselves, which is the point of the post.  Please, read the entire
posting before replying.  I don't need copyover, I've already got
that taken care of.  In case you had read, the data is being stored
in an external location, and I did not mention trying to save the
data is the particular node storing the data segfaulted.  Its meant
to alleviate connection loss.

Mike Tindal
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