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Old 10-31-2006, 03:33 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by sesmar
If you watch the world and zone servers boot up with Debuging set to 5 and watch the output you will notice that the one thing that slows down the world server on start up it Loading the Items. At this point it is loading the items into shared memory. Now, if you watch a single zone server instance boot up it will breeze by the loading of the item, because they have already been loaded into shared memory, at it will sit on loading loot tables for a little while (depends on speed of server) then it will breeze by the rest and connect to the world server. Now if you load up a second zone server instance you will notice it will breeze by the loading loot tables part because they have already been loaded into shared memory.

Also LootTables are associated to an NPC so if they are not assigned to any NPC then they will not have any affect on the the load time of the zone (when zoning into a new zone) itself since NPCs are loaded based on spawn groups for the zone.

Now I still believe that we do not need lootgroups floating around that are not assigned to NPC's and cleaning these up are a good idea it is just a tedious process of find out if it should be deleted or needs to be assigned to an existing NPC.
You're right - infact, I wouldn't do any "loot clean-ups" tell all the zones are out. A lot of these loot tables become attached to the npcs after you transefer data from Cavedude to the peq or ax_peg database. If you play you cards right, you will be able to take advantage of the "lost" loot tables in there (they are not a lot, but what's there is good and better than nothing).
Im also thinking that if you use a program like zephyr325's migrate tool, you'll be leaving a lot more stray data behind. The bestway to use the migrate tool would be to start a database from scratch (empty), then start merging stuff, optimizing as you go.
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