Quote:
Originally Posted by cbk1994
The client-relevant recommendations will apply on any platform, even PC. I would suspect that the Flash and JS versions of Graal are still going to be much less powerful than the native PC versions.
I really don't know much about how powerful the NPC-server is on iPhone servers. I'm sure they're better than the ones the PC servers get, but with so many players you still need to mind what your scripts are doing. Abuse of SQLite especially is going to be a big potential problem on servers with tons of players as the potential for locking problems is huge. I would tend toward player flags even when SQL is a bit more elegant of an approach simply because they scale so much better. Save SQL for the things that would really benefit from it (e.g. guilds).
I haven't been involved in iPhone server development for a long time but I would guess that the attitude is still to be very conservative in the use of things like SQL and DB NPCs which don't scale very well.
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Could you elaborate some more on the issues with SQL? I currently have a bunch of core systems relying on it. I haven't experienced any issues with it yet but I also don't have a player base to test it with. The way I currently have it set up so it puts anything in a queue that doesn't need to be set in the database immediately which setting a flag can handle such as setting an item as equipped and then whenever I have something I need to verify is done such as items being removed or added I use logic to dynamically build a query and run it to prevent a bunch of unneeded request. I'm concerned about your claim that it locks up under heavy load as I know SQLite allows concurrent reads and writes and is even used is corporate applications that require it. I assumed properly indexing was adequate enough. Is it just an issue with how it's implemented in Graal or is that more of a personal opinion?