[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
  length records.

  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
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the MUD-Dev mailing list