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SubjectRe: Question about swap..
On Sat, 15 Jul 2000, Justin C. Darby wrote:

>Date: Sat, 15 Jul 2000 18:59:35 -0500 (CDT)
>From: Justin C. Darby <windex@busprod.com>
>To: linux-kernel@vger.rutgers.edu
>Subject: Question about swap..
>
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>I'm contemplating writing a very, very large MUD game engine for Linux, I
>was curious as to wether or not its possible to "force" memory to be
>swaped to disk, and to "force" it to be taken from swap and placed into
>real memory, using the Linux VM system. I want to circumvent the method
>Linux uses it itself, so that I can keep everything in a "ready to
>go" state, and use as much as the operating system's capibility as I can
>without having to write my own swapping routines for player data and
>objects/rooms. The reason I think this is possible, is because I'm
>somewhat under the influence that GCC does this, but I may be wrong.
>
>I realize that alot of people proably think this is a waste of time for
>something like a MUD, but this isin't just any game, it supports more
>than text-mode connections and it should be streamlined into the OS as
>much as possible. :)

Well, for further speedup, you could bypass the filesystem layer
and use 2.4's new direct access support. Your game can be stored
directly in a raw partition with your own custom format and
routines to speed up access - much like databases do.

You might consider making parts of the game loadable kernel
modules like "kmudgamed" for networking parts. In a similar vein
to "khttpd" for webserving or "knfsd".

Hope this helps.
TTYL

--
Mike A. Harris Linux advocate
Computer Consultant GNU advocate
Capslock Consulting Open Source advocate

... Our continuing mission: To seek out knowledge of C, to explore
strange UNIX commands, and to boldly code where no one has man page 4.


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