Maybe "big one" is not the right description in this case because if all goes to plan, you shouldn't notice a single difference in game play once the server resets today at 11AM ET. Behind the scenes, we had a major victory in the war on bugs. Some (maybe most?) of you likely remember the "mobs aren't respawning or we are getting thousands of mobs" issue that has popped up from time to time. The first issue with this bug was an over taxed Job Engine that controlled respawn/despawn. We put some work into that ahead of Season 2 and saw a major improvement, but from time to time, the mob issue still came back.
It wasn't until the wee hours of Thursday night (ET) that our logs started getting flooded with mob-related respawn errors - insight we hadn't had before but was 100% the product of a theory as to what was happening (and a willingness to dump a stack trace 25k times in 4 hours)! That let us right to the error and our initial testing shows the fix will work really nicely. What ended up being the problem? Stray logging from years ago that called a rather specific database lookup started to fail once 100k mobs were killed in between resets. This only further underscores some of my (Chimpy's) comments from yesterday's commentary - sloppy code is being hammered out, but there are still wonderful nuggets hidden all over the place on this project.
- A fix for a huge mob respawn bug
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