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[MUD-Dev] Re: Multi-Server games
On Sat, 27 Jun 1998 11:18:15 +0000
Jo Dillon<emily#thelonious,new.ox.ac.uk> wrote:
> MH (michael#sparta,mainstream.net) spake thusly:
>> <remote server SEGV's>
>>
>> <local server fails to recieve confirmation of remote server's
>> acceptance of player> <local server puts player back where he/she
>> was, takes necessary visual steps>
>>
>> Suddenly, a great chasm appears between you and Boffoland. You
>> won't be going *there* for a while...
>>
>> > curse You swear angrily.
> This is exactly what I do, as a matter of fact. But what if things
> fail halfway through transferring a group of objects? (I.e. Bubba is
> transported but failure happens halfway through transferring the
> things he's carrying?) And what happens if something nasty happens
> between the time when the object is linked into the new node's
> database and the acknowledgement is sent?
Anyone of the standard transaction wrappers would do. Just put a
transaction wrapper about the transfer of the entire set of objects
with a two stage commit.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: Multi-Server games, (continued)
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