Prevent GUID overflow

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Prevent GUID overflow

by Dreez » Sat Sep 12, 2015 10:06 am

Not sure how many crashes are related to GUID overflows but considering the amount of players spawning gameobjects / NPCs and similar:


Implement a scheduled server restart if the GUID limit is about to be reached with an automatic announcement notifying the players about the reason:

"The server will be restarted shortly to prevent a crash."
Server restart in 10 minutes


Restarts are way better than crashes!
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Re: Prevent GUID overflow

by mortimz » Sun Sep 13, 2015 4:28 pm

nah i like crashes better
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Re: Prevent GUID overflow

by Aunstic » Sun Sep 13, 2015 6:49 pm

You're suggesting this, but don't know if this is even the cause for 100% of the crashes. I'm not sure what type the GUIDs are stored at, but if its a 32 bit int the max is 8^31 (2.14 billion and some change). I doubt there's enough players to actively generate over 2 billion bones.
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Re: Prevent GUID overflow

by Natrist » Sun Sep 13, 2015 7:15 pm

The way Blizzard worked around this problem is by recycling the GUID values like when a monster would die and be destroyed. On private servers GUID values are not only explicitly used by a single monster, but this also means that monsters are still receiving updates when dead and de-spawned, thus wasting countless resources and CPU cycles.
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Re: Prevent GUID overflow

by Kuroyu » Sun Sep 13, 2015 9:24 pm

Proper and competent programming would avoid this issue fairly easily.
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