Here's why:

You log in, and load your player.
You give another mortal your equipment.
you create 1024 (or however many) connections to the mud.
This uses all the file handles.
You quit.  The mud cannot create another file handle, they're all in use.
Your pfile doesn't save.
Stop the connections, log in.. Viola! your old pfile with all your
equipment.

Two ways to restrict this. Use the snippet I posted yesterday that keeps
track of the connections or keep the null file around.

(fpReserve, in most cases)

> -----Original Message-----
> From: Tony Hoyt [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, March 26, 2002 8:37 AM
> To: [email protected]
> Subject: Re: NULL_FILE
> 
> 
> Dwight Campbell <[EMAIL PROTECTED]> wrote:
> > Wrong question, no need to run anything inside the MUD.
> > 
> > Easy way to eat open file descriptors?  Shell script, loops 
> launching
> > Telnet sessions in the background.  When telnet fails, script aborts
> > and alerts the cheating player.  Player hands over items, logs out,
> > killall telnet.  Relogin and check if item duplication worked.
> 
>   Now I'm new here so bear with me. Why exactly does this 
> work?  Why is
> it that when handing over the item, changes the way saves 
> work?  So that
> you get this bizzare duplicate item flaw.  And ways to fix this is to
> make sure ONE free file handle is available at all times for saveing
> and/or using some Relational database system?!  Like mySQL?  What are
> the problems of using mySQL?  Speed of querey's?  Codeing to 
> connect to
> a mySQL database?  Or just over kill?
> 
>   Tony
> 
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