[MUD-Dev] Re: Multi-Server games

J C Lawrence claw at under.engr.sgi.com
Mon Jun 29 10:32:52 New Zealand Standard Time 1998

On Sat, 27 Jun 1998 11:18:15 +0000 
Jo Dillon<emily at thelonious.new.ox.ac.uk> wrote:

> MH (michael at 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 at null.net
(Contractor)                               Internet: coder at ibm.net
---------(*)                     Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

More information about the MUD-Dev mailing list