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Old 04-19-2006, 08:46 PM   #1 (permalink)
 
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Default Worldsave Delay

This can probably be scripted, not sure, but how about an option to enable an optional pause after world saves? Example: World saves, after save you get a message like "Worldsave complete in 3...2...1..." and then the game starts up again. Obviously you can't accurately predict how long a worldsave will take but you can add a small delay after it. This will ensure that players who are in the middle of PVP or in some really insane dungeon are not caught by surprise when the save is complete.
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Old 04-19-2006, 09:51 PM   #2 (permalink)
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Quote:
Originally Posted by frogfusious
This can probably be scripted, not sure, but how about an option to enable an optional pause after world saves? Example: World saves, after save you get a message like "Worldsave complete in 3...2...1..." and then the game starts up again. Obviously you can't accurately predict how long a worldsave will take but you can add a small delay after it. This will ensure that players who are in the middle of PVP or in some really insane dungeon are not caught by surprise when the save is complete.
That sounds like a good idea but I'm not sure if it's possible (and if so how hard will it be).
The reason the world "freeze" during saves is because the cpu is bussy saving everything.
Hooking up the cpu after the save makes no sense to me, why waste cpu?
Besides even if you do hook up the cpu it'll be different time for different servers (cpus memory etc) so you can't predict that either.

Ofcourse I'm not that good at c# so there might be a way that my noobiness isn't aware off
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Old 04-19-2006, 09:53 PM   #3 (permalink)
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the only think you could do is like after the save the server freeze a bit and its like still in saves but frozen and it counts down how long until it unfeezes
So basic Save>Done>Freeze Server>Count Down Until Unfreez
because i dont think you can how long the server would save for so it would be hard to do.
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Old 04-19-2006, 09:55 PM   #4 (permalink)
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CPU-(computer science) the part of a computer (a microprocessor chip) that does most of the data processing; the CPU and the memory form the central part of a computer to which the peripherals are attached. This could freez your computer then you would have to shut it down
Quote:
Originally Posted by daat99
That sounds like a good idea but I'm not sure if it's possible (and if so how hard will it be).
The reason the world "freeze" during saves is because the cpu is bussy saving everything.
Hooking up the cpu after the save makes no sense to me, why waste cpu?
Besides even if you do hook up the cpu it'll be different time for different servers (cpus memory etc) so you can't predict that either.

Ofcourse I'm not that good at c# so there might be a way that my noobiness isn't aware off
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Old 04-19-2006, 09:56 PM   #5 (permalink)
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Quote:
Originally Posted by Asmir3
the only think you could do is like after the save the server freeze a bit and its like still in saves but frozen and it counts down how long until it unfeezes
So basic Save>Done>Freeze Server>Count Down Until Unfreez
because i dont think you can how long the server would save for so it would be hard to do.
How can you "freeze" the server?
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Old 04-19-2006, 09:56 PM   #6 (permalink)
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If you do my idea then the save would take longer and i dont think this is a good idea sorry.
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Old 04-19-2006, 10:02 PM   #7 (permalink)
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Quote:
Originally Posted by Asmir3
If you do my idea then the save would take longer and i dont think this is a good idea sorry.
Based on what I understood your idea is exactly what he wanted but the question is how to do it?

P.S.
Maybe instead of "freezing" the world we can just override the "damage dealing actions" to not work for 5 seconds after a save was finished?
This way players could run away from monsters/players and have 5 seconds to get ready to get back to action.
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Old 04-19-2006, 10:04 PM   #8 (permalink)
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Daat99 i have said how to do it
Save>Done>Freeze Server>Count Down Until The Server Unfreezes.
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Originally Posted by daat99
Based on what I understood your idea is exactly what he wanted but the question is how to do it?

P.S.
Maybe instead of "freezing" the world we can just override the "damage dealing actions" to not work for 5 seconds after a save was finished?
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Old 04-19-2006, 10:06 PM   #9 (permalink)
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Quote:
Originally Posted by daat99
How can you "freeze" the server?
Code:
World.Broadcast( 0x1E, true, "Server saved in 3 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server saved in 2 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server saved in 1 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server save successful" );
But, yeah, that makes your server saving 3 secs longer, which is not good.
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Old 04-20-2006, 01:03 AM   #10 (permalink)
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Quote:
Originally Posted by arul
Code:
World.Broadcast( 0x1E, true, "Server saved in 3 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server saved in 2 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server saved in 1 seconds" );
Thread.Sleep( 1000 );
World.Broadcast( 0x1E, true, "Server save successful" );
But, yeah, that makes your server saving 3 secs longer, which is not good.
That's the how I was looking for
Thanks arul
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Old 04-20-2006, 10:39 PM   #11 (permalink)
 
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Smile

Yes, essentially it would make your save a few seconds longer, but with the right hardware and connection, RunUO doesen't take long to save anyways, even on larger shards. Save times are usually short, especially in comparison to some obsolete server softwares such as Sphere, so why not have an option for a short delay? It would be optional of course, and for those who did not want it, all they would have to do is set a boolean variable to false to turn it off.
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Old 04-20-2006, 10:58 PM   #12 (permalink)
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Quote:
Originally Posted by frogfusious
Yes, essentially it would make your save a few seconds longer, but with the right hardware and connection, RunUO doesen't take long to save anyways, even on larger shards. Save times are usually short, especially in comparison to some obsolete server softwares such as Sphere, so why not have an option for a short delay? It would be optional of course, and for those who did not want it, all they would have to do is set a boolean variable to false to turn it off.
Instead they can use a delay variable like this:
Code:
public int iSecondsDelay=10
...
for (i=0;i<iSecondsDelay;i++)
{
   World.Broadcast( 0x1E, true, "The server will resume functionality in " + iSecondsDelay-i + " seconds" );
   Thread.Sleep( 1000 );
}
If the delay is set to 0 than there won't be any delay... if it set to 5 it'll be 5 seconds...
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Old 04-21-2006, 04:22 AM   #13 (permalink)
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meh background saves are possible if thats what he means its just very tediose and complicated and some what dangerouse to your saves but if you ask me it'd be worth it
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Old 04-21-2006, 04:24 AM   #14 (permalink)
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Quote:
Originally Posted by noob2
meh background saves are possible if thats what he means its just very tediose and complicated and some what dangerouse to your saves but if you ask me it'd be worth it
Adding delay after save <=!=> Saving in the background
Doesn't look the same to me

Anyway, I disagree background saves doesn't worth the effort
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Old 04-21-2006, 04:35 AM   #15 (permalink)
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i didn't realy read the post lol but a delay after the save some good and some bad i guess but i still want bg saves lol
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