[MUD-Dev] Design patterns for game database implementations
J C Lawrence
claw at 2wire.com
Wed Jul 25 23:08:20 New Zealand Standard Time 2001
On Mon, 23 Jul 2001 14:41:19 -0700
Caliban Tiresias Darklock <caliban at darklock.com> wrote:
> So what I'm wondering is, how have other people managed their game
> databases, and what successes and failures have come to light in
> those efforts?
One of my many hacks on this was:
Part of an ObjectID was a numeric index.
Objects were stored in a file as more-or-less sequential variable
A second file acted as index into the first on the simple basis
that the N'th off_t was the offset into the first file of the
object with ID N.
On server boot I then pre-scanned the DB and built a local hash
table of other interesting indexes, which I then maintained across
inserts and edits. Compaction was inelegant at best and CPU
intensive at worst.
J C Lawrence )\._.,--....,'``.
---------(*) /, _.. \ _\ ;`._ ,.
claw at kanga.nu `._.-(,_..'--(,_..'`-.;.'
http://www.kanga.nu/~claw/ Oh Freddled Gruntbuggly
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev