Thread: Games saving, design and format

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  1. #1 Games saving, design and format 
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    What would be a great design and format to use for saving game sessions, information of accounts/players?

    Many people say .txt files or using binary etc. Some prefer online databasing.

    Discuss.
     

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    I would prefer an online database.

    .txt is not the best way to go.
     

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    Quote Originally Posted by 5tuart View Post
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    I apologise.

    Mod close this whore
     

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    whatever works

    yeah i said it

     

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    Whatever makes it the most easy to add/remove fields from the character file.
     

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    Never really looked into it so everything I say may be a completely incorrect thought on the situation.

    However you could probably have the files cache themselves into a temporary file(map or something) every 2 - 5 minutes of gameplay (based off of the character rather than the server) and then upon file termination (logout) saved to a binary or SQL file and clearing the temporary file.


    Once again, just a theory that I never really thought of how to implement.

     

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    Quote Originally Posted by Kastro View Post
    Never really looked into it so everything I say may be a completely incorrect thought on the situation.

    However you could probably have the files cache themselves into a temporary file(map or something) every 2 - 5 minutes of gameplay (based off of the character rather than the server) and then upon file termination (logout) saved to a binary or SQL file and clearing the temporary file.


    Once again, just a theory that I never really thought of how to implement.

    why would you cache them? can just save them on destruct w/o any problems
     

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    Quote Originally Posted by Harlan View Post
    why would you cache them? can just save them on destruct w/o any problems
    Keeping them in memory for a few minutes after DC could be good for performance but the memory overhead would be giant. Id stick to queuing a save object and writing each queued object to a database, any type of exception such as failing to connect to the db keeps the object in the queue until it can reconnect and update.
     

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    Quote Originally Posted by 5tuart View Post
    Keeping them in memory for a few minutes after DC could be good for performance but the memory overhead would be giant.
    Doesn't RuneScape have a similar system?

    Anyways, I'd go with SQL. Easy to add new fields as you add more content to the game.
    Chris Fletcher
    Economist & Hobbyist Developer
     

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