This sounds like a good idea but does impose a larger load on the server
Entry and exit routines are already one of the larger , more intensive operations and what is being proposed here would mean further analysis of objects splitting them into categories, accessing the interior room details and also checking on presence and type of vehicles. Projects will also have to be analysed and very soon presence of animals would need processing just to report these summary details. It'll have to be coded in such away that both voluntary entry and involuntary entry (dragging) would generate this event (no extra load in this case but added complexity)
Which will have to be processed again if someone wants to interact with any of these categories , or look at them in more detail, as they currently are when the objects, activities or buildings page is clicked. So the additional load will be comparable to making every entry equivalent to accessing most of the infomation required for the objects, activities, locations and buildings pages.
Currently ProgD is devoting a lot of resources to cut down on server load, and make the game more responsive and therefore enjoyable for the players. I'd rather not at this stage impose new loads
You enter ***** and see......
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
- Kreed
- Posts: 202
- Joined: Mon Nov 14, 2005 1:52 pm
- Location: Connecticut, USA
- Contact:
Instead of looking at it as a server problem couldnt you view it as a programming problem. The only info I have on how the game is coded is what I've seen in game and picked up from the forums so you have a better view than me.
Instead of analysing each location on entry have a short array holding the info which is changed at the time of each change.
(10,4,7,L) which could be translated to
10 rooms, 4 peices of furniture, 7 items and lots of resources.
This could be translated by a routine added to the entry routine and perhaps the array could be added to the location name and erased by the translation routine on entry for display on the screen.
The array would be generated on the fly by moving and building things and not on location entry so would impose less strain on the server.
I could be wrong, so dont beat me up if I am
Instead of analysing each location on entry have a short array holding the info which is changed at the time of each change.
(10,4,7,L) which could be translated to
10 rooms, 4 peices of furniture, 7 items and lots of resources.
This could be translated by a routine added to the entry routine and perhaps the array could be added to the location name and erased by the translation routine on entry for display on the screen.
The array would be generated on the fly by moving and building things and not on location entry so would impose less strain on the server.
I could be wrong, so dont beat me up if I am
Yuk yuk yuk.
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
Not just updated after entry
The details will still have to be updated whenever the state of contents in the location is changed such as after entry, after exit, when projects complete, when material is added to projects , when items are picked up or dropped, when a character dies , after item deterioration has been processed, when a vehicle docks with the location etc
This is before we finish implementing domestication where all animal activity will need recording as well.
Also all those updates of the array are in progamming terms a "write" operation - which have a higher impact on database loads than a "read" operation. They also require space, though that is of less concern.
The details will still have to be updated whenever the state of contents in the location is changed such as after entry, after exit, when projects complete, when material is added to projects , when items are picked up or dropped, when a character dies , after item deterioration has been processed, when a vehicle docks with the location etc
This is before we finish implementing domestication where all animal activity will need recording as well.
Also all those updates of the array are in progamming terms a "write" operation - which have a higher impact on database loads than a "read" operation. They also require space, though that is of less concern.
- Kreed
- Posts: 202
- Joined: Mon Nov 14, 2005 1:52 pm
- Location: Connecticut, USA
- Contact:
- Kreed
- Posts: 202
- Joined: Mon Nov 14, 2005 1:52 pm
- Location: Connecticut, USA
- Contact:
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
UloDeTero wrote::?
I don't think anything should be specified in grams. This is supposed to be what the person can see as they enter a location. When I referred to resources, I just meant that if you can collect only wood, say, in a location then it should say perhaps '...one resource...', whereas if there are, like 20 different raw resources available to collect it could say '...lots of resources...' Maybe 'kinds of resources' would be better...?
I dunno...
I think that's the best approach, it reduces all the resources to one line that doesn't generate too much spam
- fishfin
- Posts: 490
- Joined: Mon Mar 20, 2006 12:38 pm
- Location: Nanning, China
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
Who is online
Users browsing this forum: No registered users and 1 guest
