Forum BigDB Storing data that is over 500k.

Discussion and help relating to the PlayerIO database solution, BigDB.

Storing data that is over 500k.

Postby ZoopTEK » July 22nd, 2013, 10:26 pm

Yet another clarification post :-P:

I see that there is a limit of approximately a half megabyte per database object. I have a few situations where I can get as big as 1.5 MB.

The obvious solution is to chop it up into 500k database objects. But, the question is, what's the best strategy in doing so?

Can/should I do something like this:
Root Object
---Part Object (bytes 0 to 500)
---Part Object (bytes 501 to 1000)
---Part Object (bytes 1001 to 1500)

That is what I am going to attempt, but if someone has already tried this, I'd like to know! Thanks!
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Re: Storing data that is over 500k.

Postby Henrik » July 23rd, 2013, 12:15 am

What are you storing in your objects? ByteArrays?
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Re: Storing data that is over 500k.

Postby ZoopTEK » July 23rd, 2013, 5:13 am

About 1.5 MB as one big byte array.

In the above example, I would break down the big byte array into as many 500k chunks as necessary, and reassemble them on download.
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Re: Storing data that is over 500k.

Postby Henrik » July 26th, 2013, 12:43 am

Yes.

But that is quite a lot of data for your players to load? When are they going to load it? Save it? How often? Can you embed the data in the client instead somehow?
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Re: Storing data that is over 500k.

Postby ZoopTEK » July 26th, 2013, 6:17 pm

The game includes a level editor, and we would like them to be able to share their levels easily through the server. It'd only be uploaded upon saving their level to the server, and downloaded upon playing or editing a level that was saved to the server.

The non-user content is distributed within the game itself.
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