pekez, on 06 December 2023 - 08:04 AM, said:
Can you explain to me like i'm five why the servers needs to load every possible thing from a database for rendering instead of what is defined in the mech build? Just curious, it sounds a lot like the recent diablo 4 "we have to load every player inventory and stash you meet".
EDIT: to clarify from previous posts i get the impression that the size of the whole database is the issue or number of IDs and it ALL gets loaded no matter what.
You're mostly correct. There's one of two things going on here:
1 - The server loads up the database, and loads the assets it needs. Every match it loads more assets as they are encountered until eventually it loads an asset that breaches the limit (or an asset with a table row over the maximum allowed row number) and the server crashes, dumping all the maps/matches in progress on that one server and refusing new ones until restarted.
OR
2 - The server loads up the database, but the table with assets in it is too large and cannot be loaded, resulting in an error and a dead match.
Which one depends on exactly how things are implemented, and this is the part I can only guess at. Given the performance of the game and the fact it sometimes works, I'm inclined to think the former.
This is all part of the mystery solving fun that devs and admins get to do when something blows up, and I'm pleased to see PGI narrowed in on the problem rather quickly during a holiday weekend and have a code fix tested and ready in under two weeks.
Uh... you guys DID test the fix, right?