Re: Changing World Files

From: Erwin S. Andreasen (erwin@PIP.DKNET.DK)
Date: 12/02/97


On Tue, 2 Dec 1997, John Evans wrote:

> Instead of manually adding in all those zeroes and maybe missing one or
> sticking one in the wrong spot and just really FUBARing your world files,
> there is an easier and faster way.

> Change X_save_to_disk to save the new data, but don't change the parse_X
> in db.c.  make reboot mud save ALL zones, objs, mob, room, shops, etc...
> with Xedit save XX Change the parse_X code in db.c to read in the new
> data.  make reboot mud

It will also make it impossible to read the older areas - say you have to
restore one from a backup for example. It also requires a lot of twiddling
on the production machine - how many people actually edit the source on
their MUD server via a modem connection rather than edit and test
everything in the comfort of their own homes? :)

A better way is to use versioning, which also retains backwards
compatibility with older area files (for reading).


http://www.abandoned.org/drylock/faq/index.shtml

Look for the Versioning part. The FAQ is geared towards MERC derivatives,
but some stuff will apply to any Diku.

Shortly:

if area version >= 1 // Version 1 and above have this extra number
        Read this extra number
else
        Assign a good default value


 =============================================================================
Erwin Andreasen   Herlev, Denmark <erwin@pip.dknet.dk>  UNIX System Programmer
<URL:http://www.abandoned.org/drylock/>     <*>         (not speaking for) DDE
 =============================================================================


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