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Technical Question: World Save
Posted: Fri Sep 10, 2010 2:45 pm
by Thayn
One of the little nit-picks I have about UOSA is the "World is Saving" pause that happens at set intervals, and essentially freezes you while you're playing.
This is more a question for Derrick probably, but why does this free shard do this? I've seen other free shards that don't have this issue. Is it hardware related? Server code?
Just curious. Thanks!
[EDIT] GAH! Need a DELETE POST option for nubs like me who forget to search first... Sorry, found my answer in Server and Client support. Sorry!
Although it's been a while since the thread was looked at. Any update on the possibility of changing this?
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 2:51 pm
by Pirul
Thayn wrote:Although it's been a while since the thread was looked at. Any update on the possibility of changing this?
Highly doubtful.
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 2:52 pm
by Faust
What freeshard are you talking about?
RunUO is the most popular emulation software out there for Ultima Online and it's designed in this fashion for world saving.
UO Second Age uses RunUO.
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 2:56 pm
by Thayn
Faust wrote:What freeshard are you talking about?
I can't say.. But then again maybe they just had it set at a longer interval and I didn't notice.
Just didn't know if it was technically possible to get rid of or increase the interval. And of course, the EA shards of course don't do it, but then again, different engine.
So feel free to ignore the question!
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 3:18 pm
by Dagon
I logged onto either hybrid or divinity for a few mins before to see whats what and it did not freeze during world saves.
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 5:27 pm
by Mys
Dagon wrote:I logged onto either hybrid or divinity for a few mins before to see whats what and it did not freeze during world saves.
Hybrid has a long freeze time for world saves. Way longer than SA.
You can increase the interval of them but that's about it.
Due to the fact RUO doesn't database anything this will always be necessary. Same thing with Sphere if anyone remembers that.
Re: Technical Question: World Save
Posted: Fri Sep 10, 2010 6:23 pm
by potamus
Mys wrote: Same thing with Sphere if anyone remembers that.
I remember. Such a strange emulator; nothing like the game itself. I had fun, until Russians hacked the server you played on, and no matter what server you jumped to, they eventually screwed that one up too! It has given some of us a greater appreciation for the RunUO emulator.
Re: Technical Question: World Save
Posted: Sat Sep 11, 2010 12:42 pm
by Derrick
Thanks for pointing out the other thread
Our save times tend to be somewhat long simply because of the sheer number of items in the world, something like 5.5 million now. The tutorial server we have saves at the same regular intervals, but we don't have a message there because it only takes about 0.2 seconds to save the world.
Finding a better way of saving has been on my mind for a long time, and i do have some ideas, but any alternative implementation will be challenging.
Re: Technical Question: World Save
Posted: Mon Sep 13, 2010 11:26 am
by Thayn
Derrick wrote:Thanks for pointing out the other thread
Our save times tend to be somewhat long simply because of the sheer number of items in the world, something like 5.5 million now. The tutorial server we have saves at the same regular intervals, but we don't have a message there because it only takes about 0.2 seconds to save the world.
Finding a better way of saving has been on my mind for a long time, and i do have some ideas, but any alternative implementation will be challenging.
GAH! Again!
Yeah, sorry, like I said.. I'm all kinds of nub.
http://forum.uosecondage.com/viewtopic. ... is+saving#
Well, even if it can't be done, glad to know it's being thought about at some level!
Re: Technical Question: World Save
Posted: Mon Sep 13, 2010 12:04 pm
by Faust
RunUO's world save mechanism has been the talk of devs for almost a decade now since the first beta packages started rolling out.
Would be really nice to finally see it revamped and fixed someday though.