Phantasmal MUD Lib for DGD
|
Phantasmal Site > DGD > Writing a Library > Object Cleanup Cleaning Up Stray ObjectsIf you're running a persistent MUD, chances are good that you'll occasionally get a stray object sitting around, something that's no longer useful, and may never have been useful. You'd like to get rid of objects like that because otherwise they can stick around for (quite literally) years. How can you do it? The Kernel Library has some tools that you may want to use, or may just want to duplicate for your own MUD. For instance, it has a daemon called ObjRegD, which keeps a list of every clone and who owns it. That allows authorized users to look through the lists and get rid of old clones that are no longer in use, if they can figure out whether it's being used. In addition to the ObjRegD, it's possible in extreme or desperate cases to parse through a statedump. You could also verify the contents of your object management code by reading the statedump, if necessary... Any disagreement between them means a bug in your code. The statedump has a fixed format, and the code that writes and parses it (the DGD server) is open to you, so you can verify that format easily enough. Richard Braakman did this with the early DGD 1.1.X dumpfile format. Garbage CollectionYour arrays, mappings and LWOs are all garbage-collected. That means they'll go away, even circular structures of them, automatically. Clones, however, are not garbage collected. In some sense it's impossible to lose the last reference to a clone because find_object() can always potentially return it. QuotasIt's often a good idea to enforce quotas on how many LPC objects and how much memory a given administrator can use. By doing that, and allowing the administrator to list what objects he is currently being 'billed' for (using the ObjRegD above, presumably), you can have administrators do much of your cleanup for you. Periodic warnings for admins that are near their quota is a good way to make them clean up before they hit the actual limit and things start to go wrong. HeuristicsWhat might you want to check for to determine if an object is unused? Well, you can see who owns it — it's possible that you'll want to get rid of every object created by a now-inactive administrator when he leaves. However, you might want to first check the objects and make sure they aren't in active zones. That administrator might have done some building you weren't aware of. Those objects can first be transferred to the ownership of a different administrator, and then all the old admin's objects can be purged. You could keep track of how recently an object has been referenced. If you update a time counter every time an object is picked up or used, you can determine what objects are more likely to be missed if they disappear. Then you can look through the least-used objects by hand and eliminate any that seem superfluous. However, this method has some pitfalls: make sure that objects like statues in highly-trafficked areas (which are seen often but almost never used) will not be marked as unused. If an object is seen often, you'll want to keep it. Similarly, an active player may want to keep a 'buried treasure' somewhere out of the way where other players can't find it. If you keep track of object owners, it may be easier to never get rid of an object owned by a currently-active player. To avoid problems like the above, you might simply never get rid of any 'physical' object in a player-accessible zone of the MUD. That will make it easier to track down only unused 'virtual' objects, or objects with no 'physical' location. It's also possible to have a 'testing' flag on objects in zones that haven't been opened yet. That allows you to destruct them if they enter the game proper, but also allows you to destruct any 'spare' clones of them that people are carrying (especially non-admin characters!) if you need the space. It's possible to use the status() kfun to get the most recent stored size of an object. If you're trying to reduce the in-RAM footprint of your MUD rather than just getting rid of the largest number of (possibly small) objects, you might want to get a listing of objects ranked by size, which will let you optimize or remove the largest objects. Note that this doesn't give the exact current size, it just gives the size the last time the object was swapped to disk. |