Marauroa Database Structure: Difference between revisions
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To solve this problem we store a hidden attribute in each object called '''#db_id''' which gives a unique id to each object regardless of whether the object is online at a particular point in time or not. |
To solve this problem we store a hidden attribute in each object called '''#db_id''' which gives a unique id to each object regardless of whether the object is online at a particular point in time or not. |
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When an object is loaded in to the game again, it will be assigned a new valid RPObject.ID. However, the object will still have a valid and unique |
When an object is loaded in to the game again, it will be assigned a new valid RPObject.ID. However, the object will still have a valid and unique persistent #db_id which can be used when we need to store the object again. We can simply update the existing copy already on the database. |
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== How objects are stored == |
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There is a problem right now in Marauroa: storing an object involves two steps, remove the previous stored object and insert the new one. |
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This is a very complex operation and it could be ''simplified'' to update just the fields that has changed. May you want to do it? |
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