Largest possible object ID?
by Fyodor -bank- Osokin · in Torque Game Engine · 03/01/2007 (6:41 am) · 2 replies
Hi.
Does anyone know what is the largest possible object ID in torque? I mean if you run a server for a really long time, every single object created get's it's own ID on server, and more server is up, that ID is larger and larger. So, what the largest possible ID and does it somehow affect to performance? As I can see from the code it shouldn't. I mean it can be as large as possible (upto max of S32), and there shouldn't be any performance issued.. but, who knows? :)
On my servers I have seen the ID being a bit more than 500000, but I need to restart it on a regular basis, as I have some (still unresolved) memory leaks (ODBC issues with some of my custom code).
Does anyone know what is the largest possible object ID in torque? I mean if you run a server for a really long time, every single object created get's it's own ID on server, and more server is up, that ID is larger and larger. So, what the largest possible ID and does it somehow affect to performance? As I can see from the code it shouldn't. I mean it can be as large as possible (upto max of S32), and there shouldn't be any performance issued.. but, who knows? :)
On my servers I have seen the ID being a bit more than 500000, but I need to restart it on a regular basis, as I have some (still unresolved) memory leaks (ODBC issues with some of my custom code).
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#2
It's the stock "straight-forward" ID usage, so older numbers are not reused.
To get to 500k the server runs about 4-5 days with average 10 players online. It's MMO-prototype with lots of different things happening. The database calls (selects) "eats" ID's heavily :)
But, as I said before, I have some memory leaks, so I need to reboot it on regular basis (2-3 days of uptime is maximum for now).
03/03/2007 (5:11 am)
Hey Frank, thanks for reply.It's the stock "straight-forward" ID usage, so older numbers are not reused.
To get to 500k the server runs about 4-5 days with average 10 players online. It's MMO-prototype with lots of different things happening. The database calls (selects) "eats" ID's heavily :)
But, as I said before, I have some memory leaks, so I need to reboot it on regular basis (2-3 days of uptime is maximum for now).
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