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Does SyncStoredString even work?

03-31-2009, 03:08 AM#1
Strilanc
Does SyncStoredString work?

I've been trying to catch it in network traffic but all I get is a data packet with subid 0x6F and no sync data. On ther other hand, SyncStoredInteger has actual network traffic to go with it.

No network data should mean the function doesn't work. ... so does it?
03-31-2009, 04:28 AM#2
Blackroot
I would think it should send an integral value correlating to the strings position in the players table. It could be that this packet IS doing that; but the strings position in the players table is possible not constant.

This could just be a packet informing the player-side of what to do; as opposed to actually sending the string in the packet.

Have you tried introducing a new string and then syncing it? (Making sure it doesn't already exist in the table.)

However; it could be that the order is cached until the next data packet which updates the string table and then runs; to avoid having to double handle the same type of data packet.

Or; it could just not work. Lol. To find out; you'll probably have to take the grueling task of walking through the received packet that was sent back. If it doesn't contain a sync confirmation you know it doesn't do anything. Like looking for a needle in a haystack; though.
03-31-2009, 04:36 AM#3
Strilanc
There isn't even a single byte included which could store the position in the string table. It doesn't make sense to do that anyways, because a value being synced likely won't be in the string table on the other side.
03-31-2009, 04:39 AM#4
Blackroot
Quote:
Originally Posted by Strilanc
There isn't even a single byte included which could store the position in the string table. It doesn't make sense to do that anyways, because a value being synced likely won't be in the string table on the other side.

Right; which is why I was saying wc3 might cache the sync order until the next data packet. The only way that packet could be useful is if it's queueing an order. It wouldn't make sense to be useless either; anything that could cause excess net traffic would definantly be first of the deprecation list.
03-31-2009, 10:38 AM#5
Toadcop
Blizz fail and i though i can exploit strings to sync custom data...
04-02-2009, 06:48 AM#6
Blackroot
It's quite clear the packet contains no data - so that's a negatory. You'll have to use an ASCII rep or something more creative maybe.