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Infame gamecache limit of 256

08-06-2005, 11:11 PM#1
Vexorian
As an alternative for handle variables (I think I made it clear that it is faster to use natives), I needed a way to use gamecache over the return bug value of a handle. But most likelly you would need 2 local variables everywhere, a gamecache one and a string one (that holds the I2S(H2I()) ) of the handle, so it is faster)

But I had an incredible idea which is having a gamecache attached to every handle, and it was really good, and ever made CleanAttachedVars clean it and all.

But after tring that new idea, I found that somehow the spell I was trying that on, started to fail after a constant amount of time, horribly fail.

After wasting my day finding the cause. I found out there is a limit for gamecache objects. And not just a limit, it is a VERY SMALL and BUGGED Limit!

I will explain:
- The limit is 256 gamecache names (filenames).
- The limit is discovered after InitGameCache starts returning null
- Bugged 1: Flushing a gamecache does not allow a new gamecache (if you had 256 gamecaches, flush one, you will not be able to Init a new one.
- Bugged 2: If you flush a game cache "lame.w3v" and you then Init a gamecache "lame.w3v" It will spend 2 gamecache slots. So there is no logical way of clearing a gamecache, just incrementing the chances to get to the limit.
- Bugged 3: When you enter a map on single player, no matter what you do, it will load Every single gamecache saved before in that profile. And them will take the spaces. So if you happen to have 256 gamecaches saved in the campaigns.w3v NO MAP will be able to use InitGameCache ever again!
- Bugged 4: IF you use SaveGameCache some time in a map , it will save every single gamecache so next time you will have less slots for gamecaches.


I think that this limit was created to avoid "Abuse", obviously the ultimate dream of a hacker is to create a map that creates thousands of gamecache files But oh well, after one of the patches every gamecache uses the same file anyways, so this is incredibly worthless.

I doubt this limit is a technical limit, other wise Flushing would work.

I say that we go to bnet and bombard blizzard for requests of a hashtable type that works like gamecache but IS not designed for hard drive saving (so it is faster and doesn't have these lame problems) or at least a native that specifies a gamecache to not be supposed to be saved .
08-10-2005, 01:50 PM#2
Zoxc
While were at it:

I whoud like Blizz to add the ability to save gamecaches online.

When the map is trying to save you get this 'Do you want to store map info for replay' or something like that.

Then In options you get a new dialogs called Map Info where you coud delete gamecaches from multiplayer maps.

__________

Make a thread on bnet forum.. I'll support you
08-11-2005, 07:58 PM#3
Vexorian
Blizzard will never add that option, seriously, I actually doubt they are ever going to make a new patch
08-11-2005, 08:58 PM#4
Zoxc
They just released v 1.11 for Diablo II, maybe we're lucky......