Based on wiki, mostly all tables of the char database are using a GUID INT, That, as stated here: http://www.bajb.net/2008/10/mysql-int1-or-int10/, can contain 4294967295 elements. I always asked to my self:
Is it possible for such tables having an overflow of data?
However, I’m more afraid about the item_instance table instead. Because if you think about it, a single player could potentially create hundreds of thousands of item GUIDs inside that table in a single year of activity, and I’m not talking about the items that they own, but those ones that a player loots and then sells or destroys (creating huge GUID gaps inside the table itself).
A realistic case for medium-big international servers: Suppose that you’ve 2000 players online that are farming, they are looting and destroying 5 items each minute. So in a year:
2000 (average online players) x 5 (average items destroyed per player per minute) x 525600 (minutes in a year) = it’s 5 billion ! OVERFLOW
You can play a bit with the numbers but it’s still a realistic situation, so, 4 billions are not enough and your server with 2000 players is going to die after 1-2 years? Isn’t it?
I’m just asking to my self, which is the retail server approach with it. I mean, maybe 1 year is not enough, maybe also 2. But retail servers are up and running since 15 years and with 10k players per-realm it’s definetly a realistic case.
Considering that there are some private servers that are on wotlk since years with 10k players online. It’s still a realistic question IMHO
jackpoz I agree with you that's actually the only one solution, I don't like it so much because normally a GUID must be UNIQUE and should never change (because of internal and external relations).