On Sun, 20 Feb 2000, Dan Merillat wrote:
>Biggest thing is avoiding item duplication.... I'm pondering setting
>"dirty" bits on players when items/money gets transfered and having any
>save act like a sync() on a unix filesystem... every "dirty" player
>gets written. Since the system is fast, even if there were 1000 players
>on, all "dirty", the mud would only pause for a second.
>
>Do it on a regular basis (Every minute or so) and the whole problem
>goes away.
CircleMUD already does the above, every 5 minutes. Players only save
aliases with 'save'.
--
George Greer | Mailing list archives
greerga@circlemud.org | http://post.queensu.ca/~listserv/wwwarch/circle.html
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