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Alyeska

Archaeology tokens to retain information when crossing servers

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Like said in the title:

 

Currently archaeology tokens have a list of information that becomes invisible upon server crossing much like reports become unreadable. While I understand the reports are dynamic for a reason, the tokens do not need to be. Please embed the deed founder, last mayor, disband date and inhabited time into the tokens examine permanently and not server bound, so that it may be possible to create a collection of tokens across servers.

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+1

 

for this, would be nice to have in memmoriam this type of info locking the wurm lore/history so you can take anywhere.  Say you wanted to have a reading room of history, but you live on pristine, yet wanted to display token history of chaos, or independence given how old they both are.

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14 hours ago, Alyeska said:

Like said in the title:

 

Currently archaeology tokens have a list of information that becomes invisible upon server crossing much like reports become unreadable. While I understand the reports are dynamic for a reason, the tokens do not need to be. Please embed the deed founder, last mayor, disband date and inhabited time into the tokens examine permanently and not server bound, so that it may be possible to create a collection of tokens across servers.

 

There's just not enough space to store all that data on items. Both tokens and reports just store an id of the village, and look up the data from the villages table. 

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52 minutes ago, bdew said:

 

There's just not enough space to store all that data on items. Both tokens and reports just store an id of the village, and look up the data from the villages table. 

Actually have no idea how data is organized, but couldn't they store id of villages and name of the server and look by that?

How is it organized anyway? Database per server? Couldn't databases be linked (not sure what type of database is in question either)

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49 minutes ago, kochinac said:

Actually have no idea how data is organized, but couldn't they store id of villages and name of the server and look by that?

How is it organized anyway? Database per server? Couldn't databases be linked (not sure what type of database is in question either)

 

Yes the databases are separate for each server. I don't know how specifically WO organizes their databases but i'm going to guess they are local to each machine because wurm code handles latency in DB access very poorly.

 

Querying the information from other servers is not impossible but would need need some major underlying code reworks... The server asking for the information can't just wait on the response as all that stuff runs from the main server loop so it'd need to do the query asynchronously and remember somewhere that it needs to send the data to back to a client... and handle a lot of edge cases (e.g. what happens if the other server is down, what happens if player switches servers before the got the reply back, etc.).

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I see. Well major code rework in that aspect might  be even a good thing :D But kidding aside other solution might be creating external villages tables on each server and query from that... Those could be populated and updated by some daily job. I'm sure this information is not  that urgent to be expected to be synced immediately. Far from ideal solution but maybe fairly quick and not too hard

Edited by kochinac

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6 hours ago, bdew said:

 

There's just not enough space to store all that data on items. Both tokens and reports just store an id of the village, and look up the data from the villages table. 

 

There's not enough space to store a few written characters on an item? 4 lines of text with only a few characters being variables? 

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Thank you Bdew for shedding some light on the data storage limitations. :)

 

Perhaps we could have the right click option to 'Permanently Engrave' the existing details on the mini token, perhaps using a hammer on a chisel.  In that way we would have to conscientiously make the effort to engrave only those mini tokens which have meaning to us as players, and would not require storing this data across all tokens by default.  The engraved info would then stay with the item if mailed to another server, in a similar way to player named items.

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1 hour ago, Alyeska said:

 

There's not enough space to store a few written characters on an item? 4 lines of text with only a few characters being variables? 

 

The "general purpose" data fields on an item is one 64 bit field (data) - which is used for the village id and one 8 bit field (aux) which on reports is used for completion flags, idk if it's used on tokens. So yeah, not really.

 

The other option is to add special purpose fields to store all that stuff, either in the same table (but that means they would be present on every single item in game), or as a separate table - kinda like they did with food for CCFP values. 

 

I'm not saying it's not solvable, but it will require quite a bit of work and idk if it's worth the effort to the devs.

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