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This means thousands of items were being created at the same point in time causing the worldserver to run out of available item GUIDs and thus deliberately crashing itself in order to ensure data integrity. Every fresh character starts with about 5-6 items, depending on the class/race. All the starting items are being created at the first log-in. Due to character creation being handled on our realmserver, when a new character is created there are no items yet. The second factor was the obvious MASSIVE influx of fresh character logins. However, during the first minute of Frostmourne, the CPU and bandwidth of the servers were very saturated, causing the request of a new item GUID pool to be delayed, this is the first factor leading to the crash. Normally this is a very fast process, within milliseconds. When the pool is almost depleted a new GUID pool is requested. When a worldservers first starts up, it requests a pool of unused item GUIDs from the realmserver, new items will be assigned a GUID from this pool. Items are created on the worldserver, but since players are able to connect to multiple worldservers the generation of new GUIDs has to come from the realmserver, which is the central point all relevant worldservers connect to. These numbers have to be globally unique, having two items with the same GUID would be a large problem. This number is used to save, load and manipulate this item, both on the server and on the client. When an item is created, a new GUID (unique number) is assigned to that item. To explain what happened we first have to dive into how items are created and what happens internally. The real issue was the main worldserver crashing after about 60 seconds into the launch.
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This quickly went down however as soon as players spread out a little bit. There was a huge bandwidth spike initially, similar to what we experienced last year, causing noticeable lag in the first 3-4 minutes. The realm launched at April 15th at 16:00: In this devlog I will explain what went wrong in the first few minutes of Frostmourne S2 release and why. As a result, this year was much, much better but it still did not go as well as we would’ve liked. After last year's somewhat laggy initial hour of Frostmourne (As described in the devlog from June 1st 2020), we learned a lot and made various changes to help address those issues.
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