--- "Chris \"Winston\" Litchfield" <[EMAIL PROTECTED]> wrote: > OLC has the reset_room function. I doubt many dont use OLC. > > I can see a definite speedup with rooms here. as you dont have the call to > see if the vnum exists. >
You don't have to call to see if the vnum exists anyway. In fact looking at stock quickmud, it doesn't. It just gets the room by the vnum and passes that to reset_room. For both versions it's still checking if the pRoom != NULL within the reset_room function. But yes, it will save you some time having to search the hash for the room. As I said before, it may end up costing you quite a bit of memory though, for all the gaps in your array. As for optimizing, there isn't anything obvious that will give you a significant performance boost. One thing I might suggest (assuming you aren't using an event queue), would be to create a list, hash, etc. of rooms that need to be reset. Then you can go through this list and reset only a few rooms at a time. This would prevent the pause that often happens on repops. You could also mark a reset as having been "finished" when it no longer needs to fire, and that would prevent a lot of the lookups that happen when a room's age is sufficient to require a repop, but all the objects and creatures are all still there. Just some suggestions ~Kender ===== -----BEGIN GEEK CODE BLOCK----- Version 3.1 GCS/L/C/O d-(+) s++: a-- C+++$>++++ UBLS++++$ P+++(--)$ L+++>++++ E--- W+>++$ N !o K? w(--) !O M- !V PS+ PE(++) Y+ PGP->+ t+ 5 X+() R(+) tv+@ b++(+++) !DI+++ D G(-) e>+++$ h---() r+++ y+++ ------END GEEK CODE BLOCK------ __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free, easy-to-use web site design software http://sitebuilder.yahoo.com

