Biocross Server Management System
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Just thought I’d let you all know - thanks to my optimization process (which granted is unorthodox when compared to that of usual programming standards) I have shaved off minutes in the XML Generation stage…
not only that - I have managed to fix it so that after decoding a database of 612 players full of different equipment and all sorts…NO errors were reported unlike last time when we had some problems…
A friend over at FW’s also pointed out to me FLHook can save things without a space such as (name=0090 etc.) instead of name = 0090) which has fixed a potential bug…
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Well, I think 2+1/2 minutes for only 600 is…
bloody awful!
Just kidding. Go for it. -
The factors in speed are the following:
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Size of your XML Gamedata
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Size of your Player Files
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Power of your CPU (bearing in mind, mine is nothing special)
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Hard drive Speed (again nothing compared to server standards)
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RAM helps too (a higher Read/Write speed for RAM)
please be aware this test was run on my home PC - with tonnes of other processes in the background and not really an ideal server environment…
How long was it on IONCross?
I’ll re-test again on another server and let you know…
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2.5 minutes sounds ok for me IFSO needs about 5 minutes for our 856folders with something around 1600char files.
So while expecting that Hazard meaned 612 chars not folders i would say its ok cause it would be a bit faster than ifso.
If its player folders and not char files than WOW thats a good time. -
After the generation you will NEVER have to regenerate again - synchronization does all of the following things:
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Checks for FL Files that no longer exist and deletes the corresponding XML
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Checks for FL Files that don’t have an XML reference and creates it
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Checks for FL Files that have a later modified date than when the XML was created then re-creates it (updates)
all 612 files did/do this in under a second…
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Well, I’m hoping to use it for around 13,000 player files. The time generate the xml conversion doesn’t bother me…30 -50 mins seems fine.
I do have a quick question. Does Biocross deal with both encoded and un-encoded player files. Depending on the flhook settings you can have both plain .ini player files and encoded ones.
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http://code.google.com/feeds/p/biocross/svnchanges/basic - RSS Feed of all the changes made to Biocross as I make them
http://biocross.googlecode.com/svn/trunk/Biocross/ - Read Only version of the code…
FLAdmin - Class Library that makes FLAdmin.DLL easier to use
FLRead - Reads values from decoded FL Files
Biocross Main - Handles all the XML Stuff (synchronization, generation etc.)
Biocross - The main program -
Then users would need SQL Express which is quite a large download, also XML is not actually that slow, I personally feel these figures are way off due to how many programs I had open, the power of my PC in general and other limiting factors - I will wait to see what happens when I use it on a real server which should be soon, for now I guess it’s the wait