Portalling System, and Vault
Posted: Wed Mar 12, 2008 9:56 pm
Have we had any new thoughts on portalling/quarantine systems? Seems like we've de-prioritized them since we're fast-tracking 003 towards Live- but presumably being "Live" would include at least some planning for having more than one server, and hence the need for a portalling system.
If we're all going with overland travel maps, we may be able to implement some kind of map-edge server-ATs, though it seems to me that would require some careful planning to manage properly. Special portals at the end of roads that would conceiveably connect would be a simpler early option, but would still require coding.
with regard to Vault- we really need a better solution than the present Netdrive mapping. The problems with refreshing directory caches, the lag associated with reading character vaults, and the potential for CEB/ .bic corruption are bad on their own- but we may well be looking at operations that need to modify the .bic on logout (tinting, skill mods, maxhp mods for non-max HP rolls after 3rd, etc)- in which case being able to operate on a local copy of the .bic is essential. I think we'd be best getting a NWNx4 port of Vaultster set up, but I've had little success finding the compiled code for such a thing (though it is rumored to exist). Would be preferable to be able to test this in a multiserver, pseudo-live Beta2/3 environment if at all possible- so we don't corrupt Live .bic files indadvertantly while trying to retrofit a system.
If we're all going with overland travel maps, we may be able to implement some kind of map-edge server-ATs, though it seems to me that would require some careful planning to manage properly. Special portals at the end of roads that would conceiveably connect would be a simpler early option, but would still require coding.
with regard to Vault- we really need a better solution than the present Netdrive mapping. The problems with refreshing directory caches, the lag associated with reading character vaults, and the potential for CEB/ .bic corruption are bad on their own- but we may well be looking at operations that need to modify the .bic on logout (tinting, skill mods, maxhp mods for non-max HP rolls after 3rd, etc)- in which case being able to operate on a local copy of the .bic is essential. I think we'd be best getting a NWNx4 port of Vaultster set up, but I've had little success finding the compiled code for such a thing (though it is rumored to exist). Would be preferable to be able to test this in a multiserver, pseudo-live Beta2/3 environment if at all possible- so we don't corrupt Live .bic files indadvertantly while trying to retrofit a system.