Foren / Patchnotizen und Updates / [v1.6.5] Update: Concurrency Deadlock Shield, DRLG Loop Protection & MMO Marker Independence

[v1.6.5] Update: Concurrency Deadlock Shield, DRLG Loop Protection & MMO Marker Independence

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Zethrone
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Jun 19, 2026 #1
Nephalem,

We have deployed v1.6.5, a monumental engine infrastructure and optimization update. By conducting a deep architectural review of raw memory dumps rather than superficial text logs, this patch eradicates two severe thread deadlocks and structural infinite loops that could cause full server freezes under heavy group activity.

Concurrency Deadlock Shielding
  • Isolated RevealedObjects Operations: identified and resolved a critical thread deadlock occurring during simultaneous character transitions. The engine now safely handles actor replication per-player without holding thread locks on RevealedObjects dictionaries during cross-queries or outbound packet delivery.
  • Lag Spike Elimination: separating network serialization from internal dictionary queries drastically flattens processing spikes, providing a stutter-free experience when multiple high-tier groups clear separate objectives at the same time.
DRLG Loop Protection & Layout Filtering
  • Infinite Generation Loop Protections: fixed an issue where the procedural dungeon generator (DRLG) would fall into infinite calculation loops while hunting for compatible scene pieces. Enforced a strict execution timeout on all random layout iterations to guarantee server stability.
  • Serialized WorldSno Compilations: thread execution for dynamic map building is now properly serialized per WorldSno. Shared MPQ structural files are safely cloned per world instance to eliminate memory corruption during simultaneous multi-rift openings.
  • Clean Structural Exclusions: map generation profiles are now rigorously pre-filtered by orientation and path validity. Incomplete or corrupted map asset templates (such as x1_lr_tileset_sewers) are cleanly rejected at the boundary layer without causing server stalls.
MMO Markers & Visibility System
  • Independent Map Markers: decoupled multiplayer hub map indicators from client-side visibility arrays and Fog of War parameters. Forcing the data layer to ignore stale entity visibility rules ensures that user interface icons remain permanent and perfectly synchronized across global zones.

Expected gameplay impact
  • Unbreakable Server Heartbeat: complete elimination of multi-threaded deadlocks during heavy group farming sessions.
  • Instant, Guaranteed Loading: procedural rifts and dungeons load flawlessly without triggering endless loading screens or background computational freezes.
  • Flawless Map UI: global MMO indicators and player markers remain permanently active and synchronized, ignoring local terrain line-of-sight locks.

If you notice instability, please report hero name, zone, UTC time, and whether .offline was active in Support.

- Zethrone Team

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