Notes:
Please restart your Launcher to receive a client patch. - Without this update, you many not be able to access shuttle terminals at some starports.
For the time being, the following planets have had most or all of their content disabled:
- Chandrila
- Coruscant
- Moraband
- Jakku
- Mandalore
- Taanab
- Kaas
In Star Wars Galaxies, permanent world objects not owned by players are stored in a client file called a snapshot. Snapshots do not consist of player owned items, or creatures/NPCs or even some world objects, but most are stored in these snapshot files. Example of such objects are large and enterable structures such as starports, bunkers and medical centers. As well as small objects like public crafting stations, fountains, chairs, walls or decorative items in and around cities and POIs.
For easy reference by the server, each of these objects has a unique object ID associated with them. These IDs are used for multiple difference scenarios, such as a player interacting with the object or a player entering a structure or other functions.
These object IDs are not just associated with snapshot objects, but also shared with objects spawned into the world from snapshot and player owned items, such as base turrets, shuttle terminals and much more.
Cause:
Now to today's issue. While the actual limitation of these object IDs is a very high number, all SWGEmu server's tend to experience issues if the number of object IDs begin to climb too high. This morning we exceeded that number and the server attempted to reference an object ID that was higher than it could access, thus the server went down. Upon rebooting, the server began using an object ID outside of the valid range and this caused an instability that prevented the server from loading.
Solution:
The immediate solution was to rearrange the object IDs in some of our snapshot files to a value lower than the failure point, which was a time consuming process but allowed the server to load without running out of object IDs.
The side effect of this is that structures in each of the snapshots that were rearranged no longer match the server side files for the encounters. If it was just the structure IDs, the fix would be easy, but on the server, each room (Cell) also has a unique ID that is based off the parent structure object.
What that means is that every creature/NPC/object that spawns inside of a snapshot structure that was rearranged would not appear at the correct position or even at all. To fix this, each room ID will need to be updated to align with the new structure IDs, which will take some time.
Code: Select all
spawnMobile("lok", "mercenary_aggro", 300, 3.362, -12.000, 40.973, 2.360, 5126275)
spawnMobile("lok", "mercenary_aggro", 300, 9.515, -12.000, 46.971, -105.002, 5126275)
spawnMobile("lok", "mercenary_aggro", 300, -1.314, -12.000, 67.672, 63.717, 5126275)
spawnMobile("lok", "mercenary_aggro", 300, 3.700, -12.000, 67.231, 98.437, 5126275)
spawnMobile("lok", "mercenary_aggro", 300, -49.555, -20.000, 25.315, 47.572, 5126277)
spawnMobile("lok", "mercenary_aggro", 300, -76.635, -20.000, 24.636, -95.990, 5126277)
spawnMobile("lok", "mercenary_aggro", 300, -75.849, -20.000, 68.961, 130.427, 5126277)Current Status:
Instead of leaving the server offline, it was opted to disable any encounters where there were structure object ID conflicts.
In conclusion, many of the new planets will be missing encounters. Content will be added back in as soon as possible during regular maintenance periods and will be announced whenever possible. Please be patient while work done as process is very time consuming.


