Performance optimisation on map saving

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Performance optimisation on map saving

Postby theTrav » Sun Jun 14, 2009 11:01 pm

This one is for Loftar.

You may have already read about this in other places as it's a pretty common practice in enterprise software where we have stupidly large hardware budgets, but maybe it'll work for H&H too.


In our apps when we have a ton of data to write to disk and we don't want our transaction rate slowed down (common if we log lots of XML) we typically send the command to save it to disk onto an asynchronous queue which is picked up by another thread which basically just sends it over a permanently open socket between the transactional machine and a logging machine.

The logging machine then picks it up using it's socket thread, puts it on a queue and it's writer thread takes it off that queue and writes it to disk.

the secondary machine doesn't need to be a public facing machine and doesn't really need to be consulted by the transactional machine at all except in H&H's case perhaps on server startup
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Re: Performance optimisation on map saving

Postby Jfloyd » Mon Jun 15, 2009 12:23 am

Sounds...complicated XD
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