Sebas555 wrote:Ban tunnels of any kind on your sever, make a huge difference.
Itspreach wrote:Sebas555 wrote:Ban tunnels of any kind on your sever, make a huge difference.
Doesn't that mean to ban mining too? How would we get ore and rocks?
Twiztedmike wrote:deleting large tables of unnecessary data helps server performance?
Eslake wrote:Twiztedmike wrote:deleting large tables of unnecessary data helps server performance?
Be very, very careful what you are deleting.
There are things that are handled sequentially and need to remain unless you 'shift' down the ID of all later entries to fill the gap.
The unfortunate reality is that the way they set things up is never going to allow lasting servers. Things just pile up.
As example.. geo_patch data.
A character logs on and walks over to 116978577 (a bump in the grass on the East coast)
There is no entry for this spot in geo_patch because nothing has ever happened here, so lets dig 1 time.
That one action adds the following.
- Code: Select all
###+0 446 5313 1 0 1 116978577 5095 1 0 6000 1 14
###+1 446 5313 2 0 2 116978577 5096 NULL NULL NULL NULL NULL
Dropping the soil back makes it..
- Code: Select all
###+0 446 5313 1 0 1 116978577 5095 1 0 6000 14
###+1 446 5313 2 0 2 116978577 5096 NULL NULL NULL NULL
###+2 446 5313 2 0 2 116978577 5096 NULL NULL NULL NULL
###+3 446 5314 1 0 1 116978577 5096 6 0 60000 14
To make the server viable long-term, picking that soil back up should revert it to the First entry..
Instead we get this.
- Code: Select all
###+0 446 5313 1 0 1 116978577 5095 1 0 6000 14
###+1 446 5313 2 0 2 116978577 5096 NULL NULL NULL NULL
###+2 446 5313 2 0 2 116978577 5096 NULL NULL NULL NULL
###+3 446 5314 1 0 1 116978577 5096 6 0 60000 14
###+4 446 5315 1 0 2 116978577 5096 NULL NULL NULL NULL
###+5 446 5315 2 0 1 116978577 5096 1 0 60000 14
Every action that ever takes place on the landmap is stored, rather than the end-state. So the longer you play the larger it gets, and the more data has to be sent to Every user every time someone digs or drops anything.
And you cannot delete the now useless entries, because this is one of those instances I mentioned before.
I hope they eventually add a simple check for a previous state matching the current one, and removing all later entries to achieve the same result, but without the bloat.
RudgerWolvram wrote:I need to just sit down and try to work out a geo_patch patching system. Basically, when the server restarts, like maybe in the patch.sql, all soil in the patch gets crunched down.
The reason (at least the best i can figure) as to why the geo_patch keeps everything is because you place down some dirt, but you gotta place down 9 more to get it high enough for whatever reason. Now, you have 10 dirt layers, each one has it's own quality and type. e.g. soil, fertile soil, forest soil, etc.
So what I've been wanting to do is find all entries for each geoID that is soil, and then regress them to a single line as if you just put the soil down once. Of course, this would be for soil/sand/snow only and would completely ignore any ore piles. The danger with this though is put sand on ground, now, that square is forever sand when you dig, until you cover it with some soil and let the nightly reboot regress it, at least that's in theory, the game may see it as a removal of something that was placed and you end up with whatever the original map soil is.