On Wed, Mar 2, 2016 at 9:29 AM, Ian Kelly <ian.g.ke...@gmail.com> wrote: > I certainly understand the value of being able to work on a mudlib > without having to restart the mud. There's a big difference between > that and clocking a year of uptime just because you can, though.
Oh, sure. I mentioned the year because I have done that once or twice, but it's the week, rather than the year, that's truly important. If something came up that meant I absolutely had to reset everything on a six-monthly basis, no big deal (although I'd rather not have a reset every month). > The MUD that I used to play had scheduled restarts every 2-4 weeks, > not to perform updates, but just to restart the process and clear out > memory leaks. This never caused any real problem. You knew that it was > coming because it was announced, and you took a break for a couple of > minutes. If you were AFK, then your auto-login script reconnected you > within shortly after the MUD came back up. Yeah, and I play one that has semi-scheduled restarts about every 6-10 weeks, for similar reasons (and also for game balance reasons; they deliberately don't save gear across restarts, so people have to gather new gear). I haven't had issues with memory leaks on my server, but it's relatively low traffic. Again, though, if it turned out (under heavier load) that periodic restarts were important, I could design around that requirement, but there's no way I could design around a model of "weekly downtime as the only way to change anything", the way games like Magic: The Gathering Online do. I've once seen them have to do an emergency out-of-band patch - and it took them an hour or something of outage to do it. Unacceptable in my book. ChrisA -- https://mail.python.org/mailman/listinfo/python-list