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<H1>Re: [MUD-Dev] Languages for MUD drivers</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Languages for MUD drivers</LI>
<LI><em>From</em>: Greg Miller <<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>></LI>
<LI><em>Date</em>: Thu, 18 Nov 1999 12:08:50 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
Ian Macintosh wrote:
> The reason why I believe this is better than using RPC or whatever to
> load balance based on events, is that I can't get away from the
> requirement that one system has to be the master, or own, a particular
> piece of the MUD.
>
> i.e., Server B handles Midgaard, and as such, if *anyone* or *any
> server* wants to know the exact state of Market Square, it must find
> out here. If there are two servers possibly handling the same piece
> of real estate, who's version is the right one? Likewise, Server E
> controls the Grand Mistress of Magic sitting on her throne in the High
> Tower of Sorcery. If you want to know her status, you find that out
> by querying Server E.
I dunno, it sounds to me like the cure is potentially much worse than
the disease. This seems to suggest lots of locking and waiting. I prefer
the LC&C approach of operating on independent copies and throwing away
changes in the event of a collision.
Now might be a good time for JCL to chime in :)
--
<A HREF="http://www.classic-games.com/">http://www.classic-games.com/</A>
Conspiracy theorists mistakenly assume others think before acting.
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<li><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>
<ul compact><li><em>From:</em> J C Lawrence <claw@cp.net></li></ul>
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<LI><STRONG><A NAME="00324" HREF="msg00324.html">RE: [MUD-Dev] Languages for MUD drivers</A></STRONG>
<UL><LI><EM>From:</EM> "Ian Macintosh" <iman@issystems.co.nz></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Languages for MUD drivers</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00268" HREF="msg00268.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
bruce <a href="mailto:bruce@puremagic.com">bruce@puremagic.com</a>, Tue 16 Nov 1999, 05:49 GMT
</LI>
<LI><strong><A NAME="00288" HREF="msg00288.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>,
Ian Macintosh <a href="mailto:iman@issystems.co.nz">iman@issystems.co.nz</a>, Wed 17 Nov 1999, 16:31 GMT
<UL>
<LI><strong><A NAME="00299" HREF="msg00299.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Wed 17 Nov 1999, 21:24 GMT
<UL>
<LI><strong><A NAME="00324" HREF="msg00324.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>,
Ian Macintosh <a href="mailto:iman@issystems.co.nz">iman@issystems.co.nz</a>, Wed 17 Nov 1999, 23:48 GMT
<UL>
<LI><strong><A NAME="00369" HREF="msg00369.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Thu 18 Nov 1999, 18:23 GMT
<UL>
<LI><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Sat 20 Nov 1999, 01:18 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00416" HREF="msg00416.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Sat 20 Nov 1999, 01:01 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00388" HREF="msg00388.html">Re: [MUD-Dev] Languages for MUD drivers</A></strong>,
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Fri 19 Nov 1999, 00:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00308" HREF="msg00308.html">RE: [MUD-Dev] Languages for MUD drivers</A></strong>,
Laurent Bossavit <a href="mailto:bossavit@cybercable.fr">bossavit@cybercable.fr</a>, Wed 17 Nov 1999, 21:25 GMT
</LI>
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