Also for the record, something like a 50k of data for a room seems like a low number, until you consider that it has to be accessed several times a second.Â
Then you zoom out and you have 1000 groups of people all accessing their own 50k of data several times per second. I don't think it's as trivial of an engineering problem as you're suggesting.
There is a reason that when the server is overcrowded, the first thing that happens is that you're unable to enter your FC house. The database can only service so many requests (small as they are) and it cuts it off when it hits its limit. Again, you can argue that they've designed it poorly, but it's not as much about storing the data, it's about accessing it. When you change an item in a room, it's immediately updated for everyone in it, it's not just a a static database.
I think you're being a little harsh on them. LOTRO's housing was pretty basic by comparison.
(Also 50 bytes for an item seems far too low, considering it also has to store things like whether or not it is bound to a player or an FC, and what that player or FC's name is (which can be up to 20 bytes long, which probably has some sort of key, but its still gonna be more data) I'm sure we're forgetting about other minor stuff as well.)
(Ah and linked items, an object has to know about what objects are on top of it. For example if you put flowers on a table, and you move the table, the flowers move too. So then you get into object references, andddd in any case I commiserate with the SE team)
Then you zoom out and you have 1000 groups of people all accessing their own 50k of data several times per second. I don't think it's as trivial of an engineering problem as you're suggesting.
There is a reason that when the server is overcrowded, the first thing that happens is that you're unable to enter your FC house. The database can only service so many requests (small as they are) and it cuts it off when it hits its limit. Again, you can argue that they've designed it poorly, but it's not as much about storing the data, it's about accessing it. When you change an item in a room, it's immediately updated for everyone in it, it's not just a a static database.
I think you're being a little harsh on them. LOTRO's housing was pretty basic by comparison.
(Also 50 bytes for an item seems far too low, considering it also has to store things like whether or not it is bound to a player or an FC, and what that player or FC's name is (which can be up to 20 bytes long, which probably has some sort of key, but its still gonna be more data) I'm sure we're forgetting about other minor stuff as well.)
(Ah and linked items, an object has to know about what objects are on top of it. For example if you put flowers on a table, and you move the table, the flowers move too. So then you get into object references, andddd in any case I commiserate with the SE team)