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How much is to much for DB bloat?

Posted: Thu Apr 23, 2015 7:51 pm
by Vitello
On other games with crafting like this the database eventually got out of control and so overloaded there was events specificly to destroy massive amounts of items.

I have to admit as an Artisan I keep a rather large stockpile, some shrinks and grows as I use it, but other things have been laying around for months.

So what are some good rules of thumb for keeping stockpiles reasonable?

Re: How much is to much for DB bloat?

Posted: Tue May 05, 2015 7:46 pm
by Jirato
At this point I wouldn't worry about it, if it ever starts to become an issue we can look into non-destructive solutions. I've got a few in mind.

Rooms (and their contents) as well as bank vaults are both stored in plain text json-encoded flatfiles, we don't use a traditional database-driven system like most MUDs.

File access time for rooms isn't much of an issue since they are only loaded at server startup and saved at server shut down or during the daily "roomsaver" event, which y'all may recognize as the 2:00 AM lag spike. :-)

Vaults are read/saved on the fly whenever their relevant verbs are accessed, but again it hasn't been much of an issue thus far.

The only potential thing about having excessive items in janitor-proof rooms that could cause slowdown is when our update loop hits the room and loops through each item to check for various things such as if they're burning, if they're a light source, etc. That particular section of our update loop is rather speedy with the slow part being completely un-related (Critter AI).

So yeah, no worries at the moment.

Re: How much is to much for DB bloat?

Posted: Tue May 05, 2015 8:02 pm
by Fayne
Gotta love that 2 minute lag every morning.

Re: How much is to much for DB bloat?

Posted: Tue May 05, 2015 10:09 pm
by Rias
I want to do the destructive solutions.

Re: How much is to much for DB bloat?

Posted: Wed May 06, 2015 4:51 pm
by Jirato
Rias wrote:I want to do the destructive solutions.
Food spoilage!