Armageddon General Discussion Board

General => Code Discussion => Topic started by: Shoka Windrunner on May 04, 2008, 11:41:46 AM

Title: Save Rooms
Post by: Shoka Windrunner on May 04, 2008, 11:41:46 AM
Okay, I'm curious, maybe I just don't know, but is there a way to force a [SAVE] room to save?  Thus avoiding the loss of items due to crashes.

If not, maybe there should be a 'save room' command.  You can save before putting something away in a save room, but after, if you walk into somewhere where it forces you to save, well it makes it so if a crash comes...your things are now gone.

I just recently lost several small worth of gear and a mount due to a crash, but if I could have used a 'save room' command it wouldn't have happened.  As it was I wished up for my mount, cause I had to have it but I figure I won't get the rest back.  Which is fine I'm cool with it.

But I'd like to see this included if it doesn't already exist and I don't know what I'm doing...heh.

Title: Re: Save Rooms
Post by: flurry on May 04, 2008, 11:57:04 AM
I'm pretty sure there's no way to make the room save, although that would be cool if we could.

Quote from: Shoka Windrunner on May 04, 2008, 11:41:46 AM
As it was I wished up for my mount, cause I had to have it but I figure I won't get the rest back. 

If you use a request tool and send in a list of what you lost, I don't see why you wouldn't get the rest back.  I've had to send in a few reimbursement requests and always got everything back.  There were a couple times when the list was kind of long, but I would try to abbreviate it with something like "and assorted less important things worth about 3 small" at the end.
Title: Re: Save Rooms
Post by: RogueGunslinger on May 04, 2008, 01:16:29 PM
Quote from: Shoka Windrunner on May 04, 2008, 11:41:46 AM
cause I had to have it but I figure I won't get the rest back.  Which is fine I'm cool with it.

Why do you think you wouldn't get the rest back? Lol the taff arent dickholes, man. If you lost something due to any glitch, code-error, or crash. You will get it back. Use the Request tool.
Title: Re: Save Rooms
Post by: psionic fungus on May 04, 2008, 03:36:41 PM
I once had ~50,000 sid worth of gear disappear and Staff refused to replace it...

They were extenuating circumstances, however...


Anyhow.

The saving of rooms should simply work with the "save" command, so that players couldn't choose to save either the room or themselves, but would be forced to do both at the same time.  To be more clear, when you "save" in a "save room" it should simply save the room as well as your character.  This does a good job of preventing abuse and is -simple- to implement and use.

Yay.
Title: Re: Save Rooms
Post by: Twilight on May 05, 2008, 02:21:47 PM
Hmm, haven't the staff said before that save rooms save on a zonewide basis?  So, currently you can't save just the room you are in.  It would require saving an entire zone of save rooms.  And since everyone likes to have a bazillion items in their own save room, times however many in a zone, mitigated by the fact we are all paranoid about loosing stuff = nice additional system load.

If I remember right, that was the reason why you can't do this.  I imagine Arm2 will handle things differently.
Title: Re: Save Rooms
Post by: Tisiphone on May 05, 2008, 02:48:13 PM
Quote from: Twilight on May 05, 2008, 02:21:47 PM
Hmm, haven't the staff said before that save rooms save on a zonewide basis?  So, currently you can't save just the room you are in.  It would require saving an entire zone of save rooms.  And since everyone likes to have a bazillion items in their own save room, times however many in a zone, mitigated by the fact we are all paranoid about loosing stuff = nice additional system load.

This makes me wonder how often the game crashes due to save rooms being too full.
Title: Re: Save Rooms
Post by: Salt Merchant on May 05, 2008, 08:13:33 PM
Quote from: psionic fungus on May 04, 2008, 03:36:41 PM
The saving of rooms should simply work with the "save" command, so that players couldn't choose to save either the room or themselves, but would be forced to do both at the same time.  To be more clear, when you "save" in a "save room" it should simply save the room as well as your character.  This does a good job of preventing abuse and is -simple- to implement and use.

Yay.

It wouldn't prevent item duplication, although it would make it harder. Player 1 gives a thousand coins to Player 2 but doesn't save. Player 2 leaves and drops the thousand coins in a "save" room. Crash. Both Player 1 and the save room have a thousand coins.
Title: Re: Save Rooms
Post by: Twilight on May 06, 2008, 12:14:05 PM
Hopefully, in Arm2, saves will be done locally rather than globally.  Such that whenever you give, drop, get, mount, deposit, withdraw, etc. it saves both you, the other player (if appropriate), the room (if appropriate), the NPC (if appropriate), etc.  Heck, if they do it so that it can incrementally save based on the command rather than do a full save, I'd like it to save when you move (ie, it only updates your position, not your equipment, bank balance, etc.).

These things would probably exist in the current game, if the code supported it.
Title: Re: Save Rooms
Post by: psionic fungus on May 06, 2008, 02:19:11 PM
While I agree that simultaneously saving rooms and players isn't foolproof... Your method wouldn't -exactly- function...

Quote
Player 1 gives a thousand coins to Player 2 but doesn't save. Player 2 leaves and drops the thousand coins in a "save" room. Crash. Both Player 1 and the save room have a thousand coins.

If the coins have been in the room long enough for it to save, then both Player 1 and Player 2 would've saved without the coins (because they would save when the room automatically does).  In your example only the room would have coins...

Of course, if there were a "save" initiated by Player 2 after dropping the coins Player 1 would possibly still have the duplicates...

As was said, currently "save" has to save the entire file (area), which is pretty lame and makes it rather impossible to eliminate abuse... You could just save -everything- when people save... But that sounds like it would do ugly things... Very ugly things.

Twilight gives a much better example of what could (and probably should) be done.
Title: Re: Save Rooms
Post by: Nyr on May 06, 2008, 03:31:59 PM
Quote from: Twilight on May 06, 2008, 12:14:05 PM
Hopefully, in Arm2, saves will be done locally rather than globally.

Yes.
Quote
These things would probably exist in the current game, if the code supported it.

Also true.
Title: Re: Save Rooms
Post by: Shoka Windrunner on May 07, 2008, 11:53:39 AM
-loves Nyr-