Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Hey !
So from what I understood, EE can't store big worlds with lots of stuff in them - so a world with lots of NPC will not be saved.
I think it'd be nice to have a popup show up when you reach the max data size of your world. And some info somewhere like " /datasize" to know what you can still add. And info about blocks size memory wise in their info popup.
This way, when we will reach the point in a few months when we'll have lots of NPC, we'll be able to understand how many we can place and how much space we have left.
You could also prevent player from placing blocks when size is too big and can't be saved.
Trolls be in da place, mon !
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I think it'd be nice to have a popup show up when you reach the max data size of your world. And some info somewhere like " /datasize" to know what you can still add.
I believe they could use the BigDB Save() onerror callback in the server gamecode whenever they try to save the world to BigDB, and give them an alert if it fails, which would likely happen if the world is too large in size.
You can't really give them an idea of the actual space used though, at least not with the game server. You would need to calculate the size of the protocol buffer output converted to Player.IO's JSON or raw protocol buffer messages, we don't know in which format they store database objects, could even be JSON or BSON.
*u stinky*
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I believe they could use the BigDB Save() onerror callback in the server gamecode whenever they try to save the world to BigDB, and give them an alert if it fails, which would likely happen if the world is too large in size.
IIRC i tried doing it, but i didn't get errors, but thread aborts instead. But i'll look into that again
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RavaTroll wrote:I think it'd be nice to have a popup show up when you reach the max data size of your world. And some info somewhere like " /datasize" to know what you can still add.
I believe they could use the BigDB Save() onerror callback in the server gamecode whenever they try to save the world to BigDB, and give them an alert if it fails, which would likely happen if the world is too large in size.
You can't really give them an idea of the actual space used though, at least not with the game server. You would need to calculate the size of the protocol buffer output converted to Player.IO's JSON or raw protocol buffer messages, we don't know in which format they store database objects, could even be JSON or BSON.
Would be nice, however there most likely would be issues.
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