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12234: Re: [MUD-Dev] Embedded languages, object persistance... ack.
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From: icecube@ihug.co.nz
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 19 Jan 2000 09:22:15 +1300
References: [1] [2] [3] [4] <-newest
Organization: Kanga.Nu
On Tue, Jan 18, 2000 at 01:17:25AM -0800, J C Lawrence wrote:
> On Mon, 3 Jan 2000 15:20:42 -0500
> Jay Carlson <nop@mitre.org> wrote:
>
> > The big lose of persistence is that it's harder to get things back
> > to a known state if your code screws up.
>
> In general this is a function of transaction and logging models.
> Given a well implemented transactional model rolling back the log to
> the last set of compleat transactions *should* be cheap and fast.
I read Jay's comment more along the lines of "if your code screws up and
creates 50,000 Swords-o'-Death scattered across the world" rather than a
transaction issue. If your world is persistant, you can't just "fix the code
and reboot" to get back to an undamaged game state.
--
Oliver Jowett - icecube@ihug.co.nz - http://homepages.ihug.co.nz/~icecube/
KeyID: 1024/679D94C5 Fingerprint: CD94 5270 E2F4 339F 6A90 05C9 9DE4 EECC
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