IDK about all the muds out there, but with mine and reseting the areas. It
offsets the areas and there reseting so not all of them are reseting at the
same time. Course I don't have a large amount of static rooms either so
maybe thats why I've never noticed a pause with repops.

----- Original Message ----- 
From: "Chad Simmons" <[EMAIL PROTECTED]>
To: "Chris Winston Litchfield" <[EMAIL PROTECTED]>
Cc: <[email protected]>
Sent: Tuesday, July 22, 2003 10:16 AM
Subject: Re: Simple Performance Speedup.


>
> --- "Chris \"Winston\" Litchfield" <[EMAIL PROTECTED]> wrote:
> > OLC has the reset_room function.  I doubt many dont use OLC.
> >
> > I can see a definite speedup with rooms here.  as you dont have the call
to
> > see if the vnum exists.
> >
>
> You don't have to call to see if the vnum exists anyway. In fact looking
at
> stock quickmud, it doesn't. It just gets the room by the vnum and passes
that
> to reset_room. For both versions it's still checking if the pRoom != NULL
> within the reset_room function.
>
> But yes, it will save you some time having to search the hash for the
room. As
> I said before, it may end up costing you quite a bit of memory though, for
all
> the gaps in your array. As for optimizing, there isn't anything obvious
that
> will give you a significant performance boost. One thing I might suggest
> (assuming you aren't using an event queue), would be to create a list,
hash,
> etc. of rooms that need to be reset. Then you can go through this list and
> reset only a few rooms at a time. This would prevent the pause that often
> happens on repops. You could also mark a reset as having been "finished"
when
> it no longer needs to fire, and that would prevent a lot of the lookups
that
> happen when a room's age is sufficient to require a repop, but all the
objects
> and creatures are all still there.
>
> Just some suggestions
> ~Kender
>
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