I wanted to get some professional feedback(I hope) on which is the fastest way to store/retrieve/update/delete information for an MMORPG with the server coded in C++. For characters, monsters, items, objects, etc. What do games like World of Warcraft, and Lord of The Rings, and Star Wars use? Do they use linked-lists (stl, or a custom one)? Do they use vectors, arrays. Should I store them with vectors to make life easier? Should I come up with my own clever ways to quickly and efficiently retrieve/change/update massive amount of data?
I was reading on the web and it seems like linked-lists are the way to go. What are your thoughts? If one were to use either of the mentioned ways to store data, should it be broken down to even smaller sub-categories? For example, if I were to use linked-lists. Would I make linked-lists for items like
belt_owned, etc. And do that for each type of linked-list and try and make each linked-list as small as possible? As I could see a potential problem having lets say 100k items in the world, and having to sift through them each time a player drops one, or causes it to be changed/updated/deleted.
I am in the middle of porting a project I was working on to a IOCP server. Before I was just storing all data into linked-lists called:
objects, etc. But I fear that it might not be a smart idea, and maybe there are better ways of storing information on a server that I know of.
I hope I can get some great replies.
EDIT: The "project"(as in, it may or may not get finished) is going to be a 2D dungeon crawler MMO, with a lot of monsters, items, and NPCS. Lets say itll be a old school classic 2d rpg but MMO style.