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Prevent GUID overflow

PostPosted: Sat Sep 12, 2015 10:06 am
by Dreez
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!

Re: Prevent GUID overflow

PostPosted: Sun Sep 13, 2015 4:28 pm
by mortimz
nah i like crashes better

Re: Prevent GUID overflow

PostPosted: Sun Sep 13, 2015 6:49 pm
by Aunstic
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.

Re: Prevent GUID overflow

PostPosted: Sun Sep 13, 2015 7:15 pm
by Natrist
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.

Re: Prevent GUID overflow

PostPosted: Sun Sep 13, 2015 9:24 pm
by Kuroyu
Proper and competent programming would avoid this issue fairly easily.