On Sun, Feb 22, 1998 at 04:48:54PM +0000, Daniel Houghton wrote:
>
> Daniel Koepke has a valid point. Another approach you could try is investigating
> the Death Gate code (at ftp.imaxx.net/~thrytis) for its use of a
> shared string manager. In short, most any lenthy description is stored in one
> central table along with a counter of how many things use it (objects, mobs,
> rooms, doesn't matter). This means that you'll save memory on anything
> redundant, and that you could code a change of description for an individual
> mobile, for example, without messing with the prototype - which you could use to
> say, code a beefed-up animate dead spell.
DG's shared string manager doesn't really provide a savings of memory over
Circle's method of sharing strings. It was done to make a safer interface
to sharing strings for my OLC (it reduces memory leaks or freeing a shared
string too early). It also simplifies string sharing elsewhere (like
the animate dead spell mentioned above).
If you're looking for a shared string manager which will reduce memory,
check out the version in the Forbidden Lands code at
http://www.imaxx.net/~thrytis/fl. This if a new string is created
and is already in the game (perhaps in a totally unrelated description)
then the string is shared. You don't have to ss_share the string
to get the benifit.
Eric
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