The description is to synchronize banks across multiplayer. I'm currently meddling around with a single player experience that uses banks, and it seems to work fine even though I'm not preloading the map. For my scenario, is there any reason for me to include bank preloads, or is it alright to omit them? why?
Bank resets?
Has anyone found out what exactly causes bank resets? I'm trying to avoid the problem overall seeing as I have minimal experience with banks as of yet.
@ Preloading
Preloading == creates an entry in a xml file for banks to be shared between the players.
Do you need to preload in singleplayer maps on arcade? Maybe it only works without offline.
@ Bank resets
I personally know 0 cases of bank resets in my map.
However, a bank file can be appear unverified in the game. This is caused by a mismatch in the calculated checksum using the bank entries and the saved checksum in the bank.
This can appear when there is a power shutdown during the saving process, the player edited their bank file or battle.net failed to transfer big banks properly between the players resulting in entries missing (or due to other bugs, if existent and not yet identified). The limit was recently raised to 1mb / player.
My ruleset for banks:
- Enable the signature for every bank.
- New banks are empty, unverified and do not contain any section.
- Save 1 entry in every new bank. I use a version string for that to be able to do things like changes or forced resets (imagine a ladder/season) / balance changes / etc. Also, this will differ banks existed before and banks created by "open bank" action.
- Check all banks before using any data of any bank.
- Do not save any bank in your map, if a bank was not verified at start which wasn't empty [equals: section count > 0]. (Maybe just restricting the bank saving for that player is fine, too. It depends on your map.)
- Only clear unverified bank files in singleplayer. If a bank file is verified in singleplayer, it is fine even if it appears corrupted in multiplayer.
- Avoid automatic bank clearing. Always receive user input (button press).
I'm not sure if bank usage in multiplayer is fixed with the new bank size limit.
Maybe it is still possible to corrupt other banks with a too big bank. So there still might be the possibility to corrupt other players banks by having a too big bank in most maps.
Thanks, your posts pretty much answered my questions :) Going to need to do further testing to see if any problems arise, but at least now there's a reference point if anything goes awry.
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The description is to synchronize banks across multiplayer. I'm currently meddling around with a single player experience that uses banks, and it seems to work fine even though I'm not preloading the map. For my scenario, is there any reason for me to include bank preloads, or is it alright to omit them? why?
Has anyone found out what exactly causes bank resets? I'm trying to avoid the problem overall seeing as I have minimal experience with banks as of yet.
http://www.sc2mapster.com/forums/resources/tutorials/28875-trigger-bank-facts/
@ Preloading
Preloading == creates an entry in a xml file for banks to be shared between the players.
Do you need to preload in singleplayer maps on arcade? Maybe it only works without offline.
@ Bank resets
I personally know 0 cases of bank resets in my map.
However, a bank file can be appear unverified in the game. This is caused by a mismatch in the calculated checksum using the bank entries and the saved checksum in the bank.
This can appear when there is a power shutdown during the saving process, the player edited their bank file or battle.net failed to transfer big banks properly between the players resulting in entries missing (or due to other bugs, if existent and not yet identified). The limit was recently raised to 1mb / player.
My ruleset for banks:
- Enable the signature for every bank.
- New banks are empty, unverified and do not contain any section.
- Save 1 entry in every new bank. I use a version string for that to be able to do things like changes or forced resets (imagine a ladder/season) / balance changes / etc. Also, this will differ banks existed before and banks created by "open bank" action.
- Check all banks before using any data of any bank.
- Do not save any bank in your map, if a bank was not verified at start which wasn't empty [equals: section count > 0]. (Maybe just restricting the bank saving for that player is fine, too. It depends on your map.)
- Only clear unverified bank files in singleplayer. If a bank file is verified in singleplayer, it is fine even if it appears corrupted in multiplayer.
- Avoid automatic bank clearing. Always receive user input (button press).
I'm not sure if bank usage in multiplayer is fixed with the new bank size limit.
Maybe it is still possible to corrupt other banks with a too big bank. So there still might be the possibility to corrupt other players banks by having a too big bank in most maps.
@Hookah604: Go
@Ahli634: Go
Thanks, your posts pretty much answered my questions :) Going to need to do further testing to see if any problems arise, but at least now there's a reference point if anything goes awry.