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Database element


Bluestorm

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So I was wondering.

 

We will be able to script in LUA, which is pretty cool.

But what if we were able to have databases as well to store and fetch data?

 

Think about the world of programming it would open : statistics, history, logging, stock situation of a warehouse, forecast... basically all information-based services!

 

It could be done with a database element that would whether :

- Connect to a reserved database on NQ servers, one on each account to which you could assign rights (to allow organizations to use it)

- Connect to an external database on the user's PC or on online.

 

Thoughts?

 

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So I was wondering.

 

We will be able to script in LUA, which is pretty cool.

But what if we were able to have databases as well to store and fetch data?

 

Think about the world of programming it would open : statistics, history, logging, stock situation of a warehouse, forecast... basically all information-based services!

 

It could be done with a database element that would whether :

- Connect to a reserved database on NQ servers, one on each account to which you could assign rights (to allow organizations to use it)

- Connect to an external database on the user's PC or on online.

 

Thoughts?

I think the LuaSocket library does db connections.  And if we're going to manage our own economies, how else would we build exchanges?  A script would lose any information it was storing in arrays when the host computer goes offline.  But yeah, say you have a mech and you've mapped the control keys the way you want; if you don't have a way of persistently storing your preferences, you'd have to remap the controls every time (or maybe you'd have to modify a code file directly which you probably can't do while the script is executing.)  Even if it's just flatfiles, there has to be some way of storing data.

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Can you provide a link or explain more in detail your answer please? I couldn't find any reference of LSL for LUA.

sorry, was a reference but didnt wanted to bring up the name of Second Life.

LSL is the name of the scripting language they use. and it is based on C.

 

so if you dont know, Second Life is a %100 ftp virtual world, released in 2003, and is entirely %100 built ingame by players.

it has a very powerfull building tool based on prims, and a very complete scripting system.

 

Second Life has implemented a lot of functions to call for external databases, for reading websites adresses, displaying online videos...

 

scripting possibilities are absolutly endless. at a point that you could design and build a gameboy and run a self scripted mario.

 

but the freedom of Second Life has a price, and attracted tons of trolls and griefers, what NQ wanna avoid and this from begining

 

check LSL wiki for a list of functions they have ingame. see if there is one your topic idea is refering to.

http://wiki.secondlife.com/wiki/Category:LSL_Functions

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So this would be like an ingame internet type of thing?

 

If possible that would be very cool.

one other thing is that NQ wanna control 100% of DU s content. and wanna completly split it from real life.

 

functions that will call for external databases might be used against NQ will

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Still, adding in a way to create/access external databases and services would be a great supplement to the ingame economy. Players could then create things like zkillboard or eve-central.com, services which pull data from the game to help everyone function more efficiently.

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Still, adding in a way to create/access external databases and services would be a great supplement to the ingame economy. Players could then create things like zkillboard or eve-central.com, services which pull data from the game to help everyone function more efficiently.

 

Well... I wouldn't expect it to be in the _initial_ release, but say you have an in game DB object. The players/organizations that want access to more than a pittance of storage space, could pay a bit extra every month to cover the storage cost of the object.

 

NQ would have a lua script library for access to these DB objects. They'd let you store data using an "SQL" like type connector... so you point your script at the connector object, and authenticate... then you can access what data is held in that object. Remote access would be feasible with this, but... I wouldn't want to be the one designing the security safeguards for doing the remote access.

 

But in game, this would give you an object you could share data across multiple other objects with.

 

-M

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one other thing is that NQ wanna control 100% of DU s content. and wanna completly split it from real life.

 

functions that will call for external databases might be used against NQ wil

Since the scrips are executing on your own machine, I don't know if they'll be able to disable calls to local content.  So if you want to play porn videos stored on your PC on a billboard on the side of your space station, they probably can't stop you.  However, they can prevent you from linking to commercial content outside of your local machine or approved game content servers.

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Since the scrips are executing on your own machine, I don't know if they'll be able to disable calls to local content. So if you want to play porn videos stored on your PC on a billboard on the side of your space station, they probably can't stop you. However, they can prevent you from linking to commercial content outside of your local machine or approved game content servers.

its all about the functions they will give us for the LUA.

check LSL content.

 

they will base ingame scripting syntax on LUA, but implement their own functions...

if they dont implement a function to call for external data, you could try any function you ll find on internet about LUA for that, you will never compile your script ingame...

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its all about the functions they will give us for the LUA.

check LSL content.

 

they will base ingame scripting syntax on LUA, but implement their own functions...

if they dont implement a function to call for external data, you could try any function you ll find on internet about LUA for that, you will never compile your script ingame...

So they may not implement LuaSQL?

https://www.tutorialspoint.com/lua/lua_database_access.htm

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no idea.

it might be more simplified than that.

 

maybe they will just retain the original LUA syntaxes, and implement their own functions proper to the game mechanics, and in future releases, implement new functions

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no idea.

it might be more simplified than that.

 

maybe they will just retain the original LUA syntaxes, and implement their own functions proper to the game mechanics, and in future releases, implement new functions

They may wrap their database calls in something to create sealed classes so they get to define the db schema and content servers the way they want to, but I can't see an economy working without writing all the proposed transactions to a database.  And they've said they want the players to create the markets.  Maybe they'll make the fundamental technology for accessing market data into an element that market terminals will have to use to connect to the legit databases.

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Market

 

They may wrap their database calls in something to create sealed classes so they get to define the db schema and content servers the way they want to, but I can't see an economy working without writing all the proposed transactions to a database.  And they've said they want the players to create the markets.  Maybe they'll make the fundamental technology for accessing market data into an element that market terminals will have to use to connect to the legit databases.

 

Take a look here. It's got plenty of information about how NQ is planning on doing player markets.

 

But regardless of market handling, I agree that we should have some ability to store databases of information. I currently have no preference to having a Storage element vs having access to an external database. I'm curious what NQ is thinking.

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Market

 

 

Take a look here. It's got plenty of information about how NQ is planning on doing player markets.

 

But regardless of market handling, I agree that we should have some ability to store databases of information. I currently have no preference to having a Storage element vs having access to an external database. I'm curious what NQ is thinking.

OK so the Market Units and Trade Service Units are predefined elements so the db connections for the economy are inside sealed classes, which is not to say totally unhackable but I'm sure it would be a whopping violation of TOS if someone figured out a way to directly access the trade database.

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  • 3 years later...

I am satisfied just with being able to save some state in a databank that gets synced between players and persists in the server. Yeah scripts are harder for neophytes this way, but it's functional and it seems to me that matches the game architecture. Also you can still have local variables for local unsynced scripts.

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Like for Elite Dangerous, we will have plenty of external web tools with crowdsourced data like market, maps, org database and so on.

 

Don't expect a direct link between ingame Lua Scripts and real world. You, as a player, will be this link.

 

Use databanks as databuffers, that need to be dumped regularly in a real database (or just a spreadsheet)

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