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Encoder 3.0.1.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Use Save/Load With Snippets as this and all save/load systems are deprecated

Encoder Framework - Advanced Quality Save/Load Made Easy

Quickstart Guide to Installing Lua Scripts (easy)

Saving and Loading Tutorial

The best save/load system ever created for Warcraft 3. No other save/load system even compares to this.

Check out the notes in the Demo map to see why this is so superior to the others.

The data in the sceenshot saves-
Code:
hero
	x%,y%,facing%
	lvl,xp%,str,agi,int
	item x6
		itemCharge?
	life%,mana%
	abilities x4|x5?
	pet x4
		x%,y%,facing%
		life%,mana%
lumber
gold


min code size in demo: 21
kM6c-ypaF-UbKi-RWbb-nOqc-Z​

average code size in demo: 60
4YMX-sYnp-Uiij-15vg-YcVv-Y4vz-fiZb-A0Ks-3w38-jZJm-zW3B-eJ3L-jcb3-VV0P-QmwU​

max code size in demo: 63
JZae-DdjD-dWsQ-NKgU-sZCM-JLmt-XNmW-yMsA-eoND-aPor-qn8I-c4fO-tEjq-olO9-P3fW-eec​



1 bit value changes (from demo) (a bit is the tiniest change possible, like 0 to 1)

GCq3-4nVh-qtJc-AaJe-oFdh-N4
GTH2-JP2M-Vdc0-bU77-i6P1-rW
FoD8-kFq1-EO1B-3WSh-mGGf-jK6
xTEa-gBt2-4wPQ-wMuI-7jJK-V3
YDb6-LXrR-p1Ht-DnIZ-I6Mr-zia

Security Used in demo (prevents code tampering): 148194
Security Size (how big it is in the code): 3 chars (Ddy) (not too big ^^)

Where is the security? It's scrambled into the code at many different levels. This means that every single character in the code has a bit of every single security value in it + every single other value in the code. Changing 1 character in the code changes every single digit in the code by a fractional value. It's pretty much impossible to crack.



Encoder uses rather standard compression. It simply makes one gigantic number.

If there was this collection of numbers
5,10,15​

For these ranges
[0,6), [0,11), [0,16)​

It'd just merge them together
(5*11+10)*16+15 = 1055​

And then it would convert the base
h1​

Going back
Code:
	h1->1055

	1055%16=	15; 	1055/16=65
	65%11=		10; 	65/11=5
	5%6=		5

	5,10,15



Most save/load systems have a very simple data structure. Recall the ranges from before
[0,6), [0,11), [0,16)​

They would be stored in a simple list for older save/load systems
  • [0,6)
  • [0,11)
  • [0,16)

For Encoder, they are stored in what I call a QueueQUeue, which is a tree structure formed
by a queues of queues.

  • Head: (0,0)
    • Link: (0,0)
      • Value 1: [0,6)
    • Link: (0,0)
      • Value 2: [0,11)
    • Link: (0,0)
      • Value 3: [0,16)

Each link is a node specific to the tree and each non link is a node that may be in any
number of trees. The head represents the tree, in this case the Encoder.

Links are only entered if the value fits. For example, the head value is always going to be
nothing (0,0), so the links will always be entered. Values of nothing can fit into any link.
This is the basis that allows Encoder to serialize objects into a code rather than just
a collection of values.

Let's say that are were 200 items in a map. Items 1 through 100 have max item charges
of 0 and items 101 through 200 have max item charges of 16. Let's say that we want to
build a code that can store 6 of these items.

With a regular save/load system using a Queue, the struct would have to be this
  • Item id: [0,201)
  • Item charge: [0,17)
  • Item id: [0,201)
  • Item charge: [0,17)
  • Item id: [0,201)
  • Item charge: [0,17)
  • Item id: [0,201)
  • Item charge: [0,17)
  • Item id: [0,201)
  • Item charge: [0,17)
  • Item id: [0,201)
  • Item charge: [0,17)
That will result in a max number of:
Code:
	((((((((((200*17+16)*		1
		201+200)*17+16)*	2
		201+200)*17+16)*	3
		201+200)*17+16)*	4
		201+200)*17+16)*	5
		201+200)*17+16 		6
		
		= 1591731726658570620368
		= uAv2c69GEgMu
A mid number of:
Code:
	((((((((((100*17+16)*		1
		201+100)*17+16)*	2
		201+100)*17+16)*	3
		201+100)*17+16)*	4
		201+100)*17+16)*	5
		201+100)*17+16 		6
		
		= 799593572291014983768
		= fmGT2JMqrYGU
A min number of: 0

For Encoder
  • Head: (0,0)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)
    • Link (0,0)
      • Item id: [0,201)
        • Link: [101, 200]

          • Item charge: [0,17)

With that, only items fitting between 101 and 200 gets an item charge slot.

Max number: same as max for regular
Mid number:
Code:
		((((100		1
		*201+100)*	2
		201+100)*	3
		201+100)*	4
		201+100)*	5
		201+100		6

		= 32972080300600
		= 9muv6KXS
Min number: 0

Comparisons

Max 1: uAv2c69GEgMu
Max 2: uAv2c69GEgMu

Mid 1: fmGT2JMqrYGU
Mid 2: 9muv6KXS

Min 1: 0
Min 2: 0

And again, this is assuming that the save/load system in question is using the same
compression technique as Encoder. Only 1 save/load system uses the same compression
technique, and that is Pipedream's save/load at wc3c.net. The others use a horrible
one that more than doubles the code size (7 chars -> 16+ chars).

Now, keep in mind that not every slot may be used in a tree. What if there were two
types of heroes, one with 4 abilities that had max levels of 3,3,3,1 and the other
with 5 abilities that had max levels of 4,4,4,2,4 (actual wc3 data). What this would mean
is that the first style of save/load would have to save 4,4,4,2,4 and the second style
could save 3,3,3,1 or 4,4,4,2,4. In practical use, the data structures can get very
complicated, which can result in some drastic differences.

Queue method:
  • Hero id: [1,3)
  • Ability Level: [0,5)
  • Ability Level: [0,5)
  • Ability Level: [0,5)
  • Ability Level: [0,3)
  • Ability Level: [0,5)

Encoder method:
  • Head: (0,0)
    • Link: (0,0)
      • Hero id: [1,3)
        • Link: [1,1]
          • Ability Level: [0,4)
          • Ability Level: [0,4)
          • Ability Level: [0,4)
          • Ability Level: [0,2)
        • Link: [2,2]
          • Ability Level: [0,5)
          • Ability Level: [0,5)
          • Ability Level: [0,5)
          • Ability Level: [0,3)
          • Ability Level: [0,5)


JASS:
library Encoder /* v3.0.1.2
*************************************************************************************
*
*   Save/Load system
*
*************************************************************************************
*   */uses/*
*
*       */ BigInt /*        hiveworkshop.com/forums/jass-functions-413/system-bigint-188973/
*       */ QueueQueue /*    hiveworkshop.com/forums/submissions-414/snippet-queuequeue-190890/
*
*       These two can be changed (*Advanced*)
*       */ KnuthChecksum /* hiveworkshop.com/forums/1846246-post343.html
*       */ Scrambler /*     hiveworkshop.com/forums/submissions-414/snippet-salt-189766/
*
*               Used in settings functions:
*                   private function Checksum takes BigInt k, integer m returns integer
*                   private function ApplyScramble takes BigInt k, integer pid returns nothing
*                   private function UnapplyScramble takes BigInt k, integer pid returns nothing
*
************************************************************************************
*
*   SETTINGS
*/
    private keyword b10         //base 10
    globals
    /*************************************************************************************
    *
    *   I suggest permutation of the following base for encoders
    *
    *       0123456789ABCDEFGHKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz@#$%&?
    *
    *************************************************************************************/

    /*************************************************************************************
    *
    *   VER_BASE refers to the base used with encoder.toString()
    *
    *************************************************************************************/
        private constant string VER_BASE="0123456789"

    /*************************************************************************************
    *
    *   Coloring Settings
    *
    *************************************************************************************/
        private constant string NUM_COLOR="|cff40e0d0"    //what to color numbers
        private constant string LOWER_COLOR="|cffff69b4"  //what to color lowercase characters
        private constant string UPPER_COLOR="|cff00AA00"  //what to color uppercase characters
        private constant string SPEC_COLOR="|cffffff00"   //what to color special characters
        private constant string DELIMITER_COLOR="|cffffffff"  //what to color DELIMITER characters

    /*************************************************************************************
    *
    *   Spacing Settings
    *
    *************************************************************************************/
        private constant string DELIMITER="-"                 //DELIMITER to make code easier to read
        private constant integer DELIMITER_COUNT=4            //how many characters per DELIMITER

    /*************************************************************************************
    *
    *   Encryption Settings
    *
    *************************************************************************************/
        /*************************************************************************************
        *
        *   SHUFFLES
        *
        *   How many shuffles to perform in encoder
        *
        *   Nust be greater than 0
        *
        *************************************************************************************/
        private constant integer SHUFFLES=3


        /*************************************************************************************
        *
        *   CHECKSUM_VARIANCE
        *
        *   Balanced value: .85
        *
        *   The larger the variance value, the smaller the range of active checksums. A small range
        *   means that it is more likely for two players to have the same checksums.
        *
        *   Smaller variance increases the range of active checksums, however it also increases the
        *   range of cehcksum strengths. This means that some checksums may be much weaker than others, 
        *   which increases the chances for those players with weaker checksums to tamper with their
        *   code.
        *
        *   Checksum strength should be about the same for each checksum and there should be enough
        *   active checksums that it is unlikely that two players will have te same checksum.
        *
        *   .85 is a rather balanced value, but it can be increased for generally stronger checksums
        *   with smaller ranges or decreased for weaker checksums with wider ranges.
        *
        *   Ex:
        *       .85 for a checksum of 238,609,294
        *
        *       min: 202,817,899
        *       range: 35,791,395
        *
        *       1 in 35,791,395 checksums will work for a player and checksums will all be around same
        *       strength.
        *
        *       .99 for a checksum of 238,609,294
        *
        *       min: 236,223,201
        *       range: 2,386,093
        *
        *       1 in 2,386,093 checksums will work for a player and checksums will all be around same
        *       strength.
        *
        *       .01 for a checksum of 238,609,294
        *
        *       min: 2,386,092
        *       range: 236,223,202
        *
        *       1 in 236,223,202 will work for a player and checksums will have a wide range of strengths
        *       from weak to strong.
        *
        *************************************************************************************/
        private constant real CHECKSUM_VARIANCE=.85

    /*************************************************************************************
    *
    *   PLAYER_CHECKSUM_SALT
    * 
    *   Player checksum salt refers to a value that is appended to a player's name when
    *   generating player hashes. A player's checksum salt helps determine the player's
    *   checksum for encoders.
    *
    *   This value can be any string
    *
    *       example: "29a\\~alf1!m~..."
    *
    *************************************************************************************/
    private constant string PLAYER_CHECKSUM_SALT=""
    endglobals

    /*************************************************************************************
    *
    *   Checksum
    *
    *       This is the Checksum used for code security (makes modifications
    *       difficult). By default, this uses the Knuth Checksum, but
    *       that can be changed.
    *
    *       BigInt k:               number to get the checksum for
    *       integer m:              dividend for modulos
    *
    *       returns:                nothing
    *
    *************************************************************************************/
    private function Checksum takes BigInt k, integer m returns integer
        return GetKnuthChecksum(k, m)
    endfunction

    /*************************************************************************************
    *
    *   ApplyScramble
    *
    *       This is essentially for scrambling the code given a player id.
    *       By default this uses my own scrambling algorithm.
    *       Because a player hash based on the player's username is used in my
    *       scrambling algorithm, this will make it so that a player can't load
    *       up the code of another player with 0 increase to the code size.
    *       This security alone is not enough to 100% guarantee the player unique
    *       codes.
    *   
    *       BigInt k:               number to be scrambled
    *       integer pid:            player id to scramble for
    *
    *       returns:                nothing
    *
    *************************************************************************************/
    private function ApplyScramble takes BigInt k, integer pid returns nothing
        call Shuffle(k, pid, SHUFFLES)
    endfunction

    /*************************************************************************************
    *
    *   UnapplyScramble
    *
    *       This is used to undo the scrambling on a number. This should
    *       revert the number back to what it was before it was scrambled.
    *   
    *       BigInt k:               number to be unscrambled
    *       integer pid:            player id to unscramble the number for
    *
    *       returns:                nothing
    *
    *************************************************************************************/
    private function UnapplyScramble takes BigInt k, integer pid returns nothing
        call Unshuffle(k, pid, SHUFFLES)
    endfunction
/*
*******************************************************************
*
*   struct CodeRange extends array
*
*       -   A slot that can store a value. These slots have a range of values they can store. The
*       -   range is from a low bound value to a high bound value. Slots are added to Encoder objects.
*       -   Specific ranges of slots can link to other slots (an item with 25 charges for example). Not
*       -   all slots can store values: some are purely pointers (an inventory slot for example which simply
*       -   points to 6 items).
*
*       static method create takes integer lowBound, integer highBound returns CodeRange
*           -   Creates a new CodeRange that can be added to an Encoder and linked to. CodeRange objects
*           -   can be linked to multiple times and can link to as many other CodeRange objects as needed.
*           -   If the lowBound is equal to the highBound, then the CodeRange object returned is a pointer
*           -   object that can't store values. This can be useful for things like an inventory that simply
*           -   points to 6 item slots.
*
*           -   integer lowBound                The minimum value that can be stored in the slot.
*           -   integer highBound               The maximum value that can be stored in the slot.
*       method link takes integer lowBound, integer highBound, CodeRange linkTo, integer customLinkId returns nothing
*           -   Links a CodeRange to another CodeRange. The link is only applied if the value that ends
*           -   up going into the CodeRange fits the link range. For example, if only heroes from 1 to 5 had
*           -   an inventory of 6, then the lowBound would be 1 and the highBound would be 5 for that link.
*           -   Passing in the minimal value and maximal values for a given slot does a link for all possible
*           -   values that can go into that slot.
*
*           -   integer lowBound                The minimal value that can be in the slot to go into the link
*           -   integer highBound               The maximal value that can be in the slot to go into the link
*           -   CodeRange linkTo                The slot that is to be linked to
*           -   integer customLinkId            A link id that can be used to infer current slot for save/load
*       method linka takes CodeRange linkTo returns nothing
*           -   Links all possible values to a slot. Essentially just calls link with the minimum possible
*           -   value, maximum possible value, and a custom id of 0.
*
*           -   CodeRange linkTo                The slot that is to be linked to
*
************************************************************************************
*
*   struct DataBuffer extends array
*
*       -   The DataBuffer is used for reading and writing values.
*       -   When opening an Encoder, it is loaded into the DataBuffer
*       -   and then values can be read/written. An Encoder may be
*       -   opened for decompressing a code or for compressing a
*       -   collection of numbers into a code.
*
*       readonly integer id
*           -   Returns the current custom link id (remember link and linka in CodeRange)
*           -   As slots inside of links may or may not exist (does value fit?), this is
*           -   a necessity so that a user can easily determine whether they are in a
*           -   questionable slot or not.
*           -   Can be used in read and write mode.
*       readonly string code
*           -   Returns all of the values in the DataBuffer as a save/load code.
*           -   Can only be used when the DataBuffer is finalized.
*           -   Can be used in write mode.
*
*       method write takes integer value returns nothing
*           -   Writes a value to the DataBuffer. Order of values is determined by the
*           -   loaded Encoder. For example, if a Hero, gold, and lumber slots were
*           -   added to the Encoder in that order, then the DataBuffer would expect
*           -   values fitting those ranges in that order. When all values are written,
*           -   the DataBuffer is finalized (meaning can't be written to) and the code
*           -   can be read.
*           -   Can be used in write mode.
*
*           -   integer value                   The value to write to the DataBuffer.
*       method read takes nothing returns integer
*           -   Reads a value out of the DataBuffer. Value read order is determined by
*           -   the loaded Encoder.
*           -   Can be used in read mode.
*
************************************************************************************
*
*   struct Encoder extends array
*
*       -   An Encoder is like a frame for compacting values. It is used
*       -   for storing base, checksum, player checksum, and CodeRange information.
*       -   the Encoder determines the order of values in a code for the DataBuffer
*       -   as well. DataBuffers can only be opened through an Encoder.
*
*       static method create takes string base, integer minCodeLength, integer maxCodeLength, integer maxChecksum, integer encoderVersion returns Encoder
*           -   Creates a new Encoder.
*
*           -   string base                     The collection of possible characters that the Encoder can
*           -                                   use for its save/load codes. Bigger collection means smaller
*           -                                   codes.
*           -   integer minCodeLength           Minimum length a code has to be to be loaded. Useful for blocking
*           -                                   small values like 1 or 5. Keeps load codes in bounds.
*           -   integer maxCodeLength           Maximal length a code can be to be loaded. Useful for blocking
*           -                                   off random large values. Keeps load codes in bounds.
*           -   integer maxChecksum             The maximum checksum value that can be put into the Encoder.
*           -                                   Checksums are used to validate codes (ensure they weren't
*           -                                   tampered with and that there are no typos in it). The bigger
*           -                                   the checksum value, the more secure the code is, but the longer
*           -                                   the code will be. I typically use a 6 digit number like 148292
*           -                                   or 559321.
*           -                                   Maximum checksum- 238609294
*           -                                       
*           -   integer encoderVersion          Used for version control on encoders. toString returns this value and
*           -                                   convertString takes the toString value and converts it back into the encoder
*           -                                   toString() -> encoderVersion
*           -                                   convertString(encoderVersion)
*       method toString takes nothing returns string
*           -   Converts the Encoder into a string that represents it. This can
*           -   be outputted to players to show the Encoder version that their
*           -   code was saved for. Players can then possibly type in the Encoder
*           -   version of older codes so that older codes can be loaded.
*       static method convertString takes string encoderId returns Encoder
*           -   Converts an Encoder string into an Encoder. Used primarily for
*           -   older save/load codes (player might have inputted Encoder id
*           -   for their save/load code).
*
*           -   string encoderId                The string that represents the Encoder (toString).
*       method add takes CodeRange valueSlot returns nothing
*           -   Adds a new slot to the Encoder. Value order doesn't matter.
*
*           -   CodeRange valueSlot             The CodeRange to be added to the Encoder.
*       method read takes string codeString, integer loadingPlayerId returns DataBuffer
*           -   Opens a DataBuffer for reading and returns the opened DataBuffer. Loads
*           -   a code string into the DataBuffer. If this returns 0, the code was invalid.
*
*           -   string codeString               The code to load into the DataBuffer
*           -   integer loadingPlayerId         The player id to load the code for (must
*           -                                   be a valid human playing player).
*       method write takes integer savingPlayerId returns DataBuffer
*           -   Opens a DataBuffer for writing and returns the opened DataBuffer. If
*           -   this returns 0, the Encoder or player id were invalid.
*
*           -   integer savingPlayerId          The player id to save the code for (must
*           -                                   be a valid human playing player).
*
************************************************************************************/

/*************************************************************************************
*
*   Code
*
*************************************************************************************/
    globals
    private keyword Link
    /*************************************************************************************
    *
    *   Encoder Variables
    *
    *************************************************************************************/
        private Table array eb                      //encoder base
        private string array er                     //encoder code string
        private Table array eh                      //encoder max hash value
        private Base es                             //encoder base for code string
        private Link array el                       //last range added to encoder
        private integer array ec                    //encoder ver to encoder
        private integer array ml                    //minimum code length
        private integer array mx                    //maximum code length

    /*************************************************************************************
    *
    *   Range Variables
    *
    *************************************************************************************/
        private integer array rl                    //low bound
        private integer array rh                    //high bound
        private integer array rsh                   //shifted high bound
        private integer array rf                    //flag

        private constant integer AP=1             //always positive
        private constant integer SN=2             //sometimes negative
        private constant integer AN=3             //always negative

    /*************************************************************************************
    *
    *   Link Variables
    *
    *************************************************************************************/
        private integer array li                    //link id
        private boolean array lb                    //is link

    /*************************************************************************************
    *
    *   Player Variables
    *
    *************************************************************************************/
        private integer array ph                    //hash of player name + salt
        private integer array pn                    //next player

    /*************************************************************************************
    *
    *   Data Buffer Variables
    *
    *************************************************************************************/
        //Base
        private Base b10=0                        //use for writing
                                                    //use encoder base for reading
        private Link array dm                       //data buffer looper
        private integer dc=0                      //data buffer count
        private integer array dn                    //data buffer next, recycler
        private integer array dl                    //data buffer previous
        private integer array dv                    //data buffer value
        private Link array di                       //data buffer link node id
        private integer array dd                    //data buffer node
        private integer array dz                    //data buffer link id
        
        private integer array de                    //data buffer encoder
        private boolean array df                    //is data buffer finalized?
        private boolean array dw                    //data buffer open for writing?
        private integer array dp                    //data buffer player
    endglobals

    /*************************************************************************************
    *
    *   Link
    *
    *       Links values together to form dynamic objects.
    *
    *************************************************************************************/
    private struct Link extends array
        implement QueueQueue
        implement QueueQueueLoop
    endstruct

    /*************************************************************************************
    *
    *   CodeRange : Link
    *
    *       Used for manipulating value slots in Encoders and CodeRanges.
    *
    *   Methods
    *       static method create takes integer l, integer h returns CodeRange
    *       method link takes integer l, integer h, CodeRange p, integer i returns nothing
    *       method linka takes CodeRange p returns nothing
    *
    *************************************************************************************/
    struct CodeRange extends array
        /*************************************************************************************
        *
        *   create
        *       Creates a code range given a maximum value and a minimum value. Ranges are slots
        *       that can be added to encoders and other Ranges.
        *
        *       integer l:          low bound
        *       integer h:          high bound
        *
        *       returns:            CodeRange
        *
        *************************************************************************************/
        static method create takes integer l,integer h returns CodeRange
            local Link t

            if (h>l) then
                //first ensure that the high bound is greater than the low bound
                //  if the high bound is greater, then it is a valid range for
                //  storing actual values

                //instantiate
                set t=Link.allocate()
                set t.skips=false

                //store the low bound and the high bound into the properties
                set rl[t]=l       //low bound
                set rh[t]=h       //high bound

                //now have to determine how to store the value
                //the value could be negative, it could always be negative,
                //or it could always be positive
                if (0>h) then
                    /**********************************
                    *
                    *   Flag:               AN
                    *   Shifted Low Bound:  High Bound
                    *   Shifted High Bound: -Low Bound + High Bound
                    *
                    **********************************/

                    set rf[t]=AN     //flag to always negative

                    //the shifhted high bound is the low bound minus
                    //the high bound
                    set rsh[t]=-l+h+1
                elseif (0>l) then
                    /**********************************
                    *
                    *   Flag: SN
                    *   Shifted Low Bound:  low bound
                    *   Shifted High Bound: high bound - low bound
                    *
                    **********************************/

                    set rf[t]=SN     //flag to sometimes negative

                    set rsh[t]=h-l+1
                else
                    /**********************************
                    *
                    *   Flag: AP
                    *   Shifted Low Bound:  lowBound
                    *   Shifted High Bound: highBound-lowBound
                    *
                    **********************************/

                    set rf[t]=AP
                    set rsh[t]=h-l+1
                endif

                return t
            elseif (h==l) then
                //if they are equal, then it is a valid pointer range.
                //  pointer ranges are used to just point to values. They don't go into the actual code,
                //  but values they point to do.

                /**********************************
                *
                *   Flag: 0
                *
                **********************************/

                //simple instiate it as it is meant only for pointing
                return Link.allocate()
            debug else
                //if the high bound is lower than the low bound, then the range isn't valid
                //  throw an error

                debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"CODE RANGE CREATE ERROR: HIGH BOUND LOWER THAN LOW BOUND")

                debug return 0
            endif

            return 0
        endmethod

        /*************************************************************************************
        *
        *   link
        *       Links a CodeRange to another CodeRange by adding the later range to the
        *       first range by a pointer.
        *
        *       integer l:          low bound
        *       integer h:          high bound
        *       integer p:          CodeRange to add to CodeRange this
        *       integer i:          a user id for identifying the link
        *
        *       returns:            nothing         
        *
        *************************************************************************************/
        method link takes integer l,integer h,CodeRange p,integer i returns nothing
            local Link t
            debug if (h>=l and h<=rh[this] and l>=rl[this]) then
                //first ensure that the high bound is greater than the low bound
                //  if the high bound is greater, then it is a valid range for
                //  storing actual values

                //instantiate via point
                set t=Link(this).point(p)
                set t.skips=false

                set rl[t]=l       //link low bound
                set rh[t]=h       //link high bound
                set li[t]=i       //link id for identification
                set lb[t]=true    //is link
            debug else
                //if the high bound is lower than the low bound, then the range isn't valid
                //  throw an error
                debug if (l>h) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"CODE RANGE CREATE ERROR: HIGH BOUND LOWER THAN LOW BOUND")
                debug endif
                //range was out of bounds
                debug if (h>rh[this] or l<rl[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"CODE RANGE CREATE ERROR: LINK RANGE OUT OF BOUNDS")
                debug endif
            debug endif
        endmethod

        /*************************************************************************************
        *
        *   linka
        *       A special link that links all values (lowBound to highBound).
        *
        *       integer p:          CodeRange to add to CodeRange this
        *
        *       returns:            nothing
        *
        *************************************************************************************/
        method linka takes CodeRange p returns nothing
            call link(rl[this],rh[this],p,0)
        endmethod
    endstruct

    /*************************************************************************************
    *
    *   DataBuffer : Queue, Link
    *
    *       Used to read/write code.
    *
    *   Properties
    *       readonly integer id
    *
    *   Methods
    *       method write takes integer value returns nothing
    *       method operator code takes nothing returns string
    *       method read takes nothing returns integer
    *       internal method open takes nothing returns nothing
    *
    *************************************************************************************/
    private keyword open
    struct DataBuffer extends array
        /*************************************************************************************
        *
        *   id
        *       Retrieves the current open id on the DataBuffer
        *
        *************************************************************************************/
        method operator id takes nothing returns integer
            return dz[this]
        endmethod

        /*************************************************************************************
        *
        *   internal open
        *       Prepares next slot in DataBuffer
        *
        *       takes:              nothing
        *
        *       returns:            nothing
        *
        *************************************************************************************/
        method open takes nothing returns nothing
            local Link n
            local Link y=0
            local Link l=0

            //retrieve the next node
            set n=dm[this].get    //node

            loop
                //if the current node is a pointer, have to determine
                //  whether to go inside of the pointer or not.
                exitwhen not lb[n]
                loop
                    //keep looping until can either go inside of link or the
                    //  node isn't a link

                    //link ranges of 0 to 0 are pointer links, all values fit into them
                    exitwhen not lb[n] or (0==rl[n] and 0==rh[n]) or 0==n

                    //if not a pointer link, then have to retrieve the parent
                    //  node's value
                    set y=dm[this].depthPointer
                    loop
                        exitwhen not lb[y.depthNode]
                        set y=y.depthPointer
                    endloop

                    //the value is stored into the depth pointer's id, check for fit
                    exitwhen (y.id>=rl[n] and y.id<=rh[n])
                    set n=dm[this].skip   //if value doesn't fit, skip link and all of its contents
                endloop

                //if the final found node was a pointer (meaning the value fit)
                //go inside of it
                if (lb[n]) then
                    //only store link for node ref if the link id isn't 0
                    if (0!=li[n]) then
                        set l=n
                    endif
                    set n=dm[this].get    //go to next node
                endif
            endloop

            //if there is no next node, finalize
            if (0==n) then
                set df[this]=true
                return
            endif

            //add new node to data buffer
            if (0==dn[0]) then
                set dc=dc+1
                set y=dc
            else
                set y=dn[0]
                set dn[0]=dn[y]
            endif
            //this buffer is a list because it will eventually have to be looped
            //over backwards. The buffer has to be read into the code backwards
            //or it will be impossible to read it out because some values exist
            //and some don't. Remember integers are written left to right but
            //read right to left.
            set dl[y]=dl[this]
            set dn[y]=this
            set dn[dl[y]]=y
            set dl[this]=y

            //set link id for current node to the node right above it, which
            //  is always going to be a link
            set di[y]=li[l]
            set dz[this]=li[l]

            //set node for size reference and shifting
            set dd[y]=n
        endmethod

        /*************************************************************************************
        *
        *   write
        *       Writes a value to the DataBuffer
        *
        *       integer value:      value to write
        *
        *       returns:            nothing
        *
        *************************************************************************************/
        method write takes integer v returns nothing
            local Link y=dl[this]
            local Link n=dd[y]

            //make sure
            //  buffer isn't finalized
            //  buffer is open for writing
            //  buffer is valid
            debug if (not df[this] and dw[this] and 0!=de[this] and v>=rl[n] and v<=rh[n]) then
                //store shifted value as current depth pointer id
                set dm[this].depthPointer.id=v

                //shift the value so that it is smaller
                if (rf[n]==AN) then
                    set v=-v+rh[n]
                else
                    set v=v-rl[n]
                endif

                //store value
                set dv[y]=v

                //prepare next slot for writing
                call open()
            debug else
                debug if (v<rl[n] or v>rh[n]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: VALUE OUT OF BOUNDS\n    "+I2S(v)+"-> "+I2S(rl[n])+" ... "+I2S(rh[n]))
                debug endif
                debug if (df[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: DATA BUFFER FINALIZED")
                debug endif
                debug if (not dw[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: DATA BUFFER NOT OPEN FOR WRITING")
                debug endif
                debug if (0==de[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: INVALID ENCODER")
                debug endif
            debug endif
        endmethod

        /*************************************************************************************
        *
        *   read
        *       Reads a value out of the DataBuffer
        *
        *       returns:            integer
        *
        *************************************************************************************/
        method read takes nothing returns integer
            local Link n
            local Link o
            //make sure
            //  buffer isn't finalized
            //  buffer is open for reading
            //  buffer is valid
            debug if (not dw[this] and 0!=de[this]) then
                //retrieve current node
                set n=dp[this]
                set o=dn[n]

                //go to next node
                set dp[this]=o
                set dz[this]=di[o]

                //if no more nodes, deallocate and close
                if (o==this) then
                    set de[this]=0

                    set dn[dl[this]]=dn[0]
                    set dn[0]=this
                endif

                return dv[n]
            debug else
                debug if (dw[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: DATA BUFFER NOT OPEN FOR READING")
                debug endif
                debug if (0==de[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: INVALID ENCODER")
                debug endif
            debug endif
            return 0
        endmethod

        /*************************************************************************************
        *
        *   code
        *       Converts all values in a finalized DataBuffer that is open for writing
        *       into a save/load code and returns that code.
        *
        *       returns:            string
        *
        *************************************************************************************/
        method operator code takes nothing returns string
            local BigInt i          //code as a number
            local integer h         //hash
            local integer n         //node
            local string s=""     //colorized code string
            local string c          //character
            local boolean l         //lowercase
            local Base b

            //make sure
            //  buffer is finalized
            //  buffer is open for writing
            //  buffer is valid
            debug if (df[this] and dw[this] and 0!=de[this]) then
                //create the code integer
                set i=BigInt.create(b10)

                //compress the values into one value
                set n=dl[this]
                loop
                    call i.multiply(rsh[dd[n]])
                    call i.add(dv[n],0)
                    set n=dl[n]
                    exitwhen n==this
                endloop

                //apply checksum
                set h=Checksum(i,eh[de[this]][dp[this]])

                //if        checksum          >          last value
                //                                          range
                if (integer(eh[de[this]][dp[this]])>rsh[dd[dl[this]]]) then
                    //add to front. Have to rebuild the entire number.
                    call i.destroy()
                    set i=BigInt.create(b10)

                    call i.add(h,0)

                    //compress the values into one value
                    set n=dl[this]
                    loop
                        call i.multiply(rsh[dd[n]])
                        call i.add(dv[n],0)
                        set n=dl[n]
                        exitwhen n==this
                    endloop
                else
                    //multiply to back
                    call i.multiply(eh[de[this]][dp[this]])
                    call i.add(h,0)
                endif

                //scramble
                call ApplyScramble(i,dp[this])

                //colorize
                set b=eb[de[this]][dp[this]]
                set i.base=b
                set h=DELIMITER_COUNT
                loop
                    set i=i.previous
                    exitwhen i.end
                    set c=b.char(i.digit)
                    if (0==h) then
                        set h=DELIMITER_COUNT
                        set s=s+DELIMITER_COLOR+DELIMITER
                    endif
                    set l=StringCase(c,false)==c
                    if (c==StringCase(c,true) and l) then
                        if ("0"==c or 0!=S2I(c)) then
                            //number
                            set s=s+NUM_COLOR+c
                        else
                            //special
                            set s=s+SPEC_COLOR+c
                        endif
                    elseif (l) then
                        //lower
                        set s=s+LOWER_COLOR+c
                    else
                        //upper
                        set s=s+UPPER_COLOR+c
                    endif
                    set h=h-1
                endloop

                //close
                call i.destroy()
                set df[this]=false
                set dw[this]=false
                set de[this]=0

                //deallocate
                set dn[dl[this]]=dn[0]
                set dn[0]=this

                return s+"|r"
            debug else
                debug if (not df[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: ATTEMPT TO READ PARTIAL BUFFER")
                debug endif
                debug if (not dw[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: DATA BUFFER NOT OPEN FOR WRITING")
                debug endif
                debug if (0==de[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"DATA BUFFER ERROR: INVALID ENCODER")
                debug endif
            debug endif
            return null
        endmethod
    endstruct

    /*************************************************************************************
    *
    *   Encoder : Link
    *
    *       Used for forming a frame for generating codes
    *
    *   Methods
    *       static method create takes string base, integer minCodeLength, integer maxCodeLength, integer maxHash, integer ev returns Encoder
    *       method toString takes nothing returns string
    *       static method convertString takes string encoderId returns Encoder
    *       method add takes CodeRange range returns nothing
    *       method read takes string s, integer p returns DataBuffer
    *       method write takes integer p returns DataBuffer
    *
    *************************************************************************************/
    struct Encoder extends array
        /*************************************************************************************
        *
        *   create
        *       Creates a new Encoder given a base (characters used in code), a minimum
        *       code length, a maximum code length, a maximum hash (unique codes), 
        *       and an encoder version.
        *
        *       string b:           The haracters used
        *                           Must exist
        *       integer u:          Min code length
        *       integer x:          Max code length
        *       integer mh:         The maximum hash the Encoder can have. Bigger is more unique
        *                           and secure codes, but longer codes.
        *                           Must be > 1
        *       integer ev:         The version of the encoder object
        *
        *       returns:            Encoder
        *
        *************************************************************************************/
        static method create takes string b,integer u,integer x,integer mh,integer ev returns thistype
            local integer t=StringLength(b) //the Encoder
            local string s          //Encoder as a string
            local string c          //Encoder string character
            local integer h         //string length of Encoder as string
            local boolean l         //for colorizing (is lower case?)
            local integer i=pn[16]  //for looping through players

            //checksum values
            local integer m         //min checksum
            local integer r         //checksum range

            //base values
            local Base y        //original base
            local BigInt q      //original base int
            local BigInt q2     //new base

            //first ensure that the base and max checsum are valid
            debug if (1<t and 1<mh and x>=u) then
                //checksum values
                set m=R2I(mh*CHECKSUM_VARIANCE)                                 //min checksum
                set r=mh-m                                                      //range

                //base values
                set y=Base[SubString(b,1,2)+SubString(b,0,1)+SubString(b,2,t)]  //original base
                set q=BigInt.convertString(b,y)                                 //original base int

                //instantiate a new Encoder
                set t=Link.allocate()           //create encoder
                set eh[t]=Table.create()        //encoder checksum table (different for each player)
                set eb[t]=Table.create()        //encoder base table (different for each player)
                
                set ml[t]=u                     //min code length
                set mx[t]=x                     //max code length

                //generate checksums and bases for each player
                loop
                    //generate player base
                    set q2=q.copy()                     //copy original base
                    call Scramble(q2,i,3,y,true)        //scramble it
                    set eb[t][i]=Base[q2.toString()]    //give to player
                    call q2.destroy()                   //clean
                    
                    //generate player checksum
                    //checksum=checksum-checksum/checksumRange*checksumRange+minChecksum
                    set eh[t][i]=ph[i]-ph[i]/r*r+m
                    
                    set i=pn[i]
                    exitwhen -1==i
                endloop
                call q.destroy()            //clean original base int

                //convert the encoder version** into a string
                set ec[ev]=t
                set s=es.convertToString(ev)
                set h=StringLength(s)

                //colorize the string
                loop
                    set h=h-1
                    set c=SubString(s,h,h+1)
                    set l=StringCase(c,false)==c
                    if (c==StringCase(c,true) and l) then
                        if ("0"==c or 0!=S2I(c)) then
                            //number
                            set er[t]=er[t]+NUM_COLOR+c
                        else
                            //special
                            set er[t]=er[t]+SPEC_COLOR+c
                        endif
                    elseif (l) then
                        //lower
                        set er[t]=er[t]+LOWER_COLOR+c
                    else
                        //upper
                        set er[t]=er[t]+UPPER_COLOR+c
                    endif
                    exitwhen 0==h
                endloop

                return t
            debug else
                debug if (x<=u) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0,0,60,"ENCODER ERROR: INVALID VALID CODE RANGE")
                debug endif
                debug if (1>=t) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0,0,60,"ENCODER ERROR: INVALID BASE")
                debug endif
                debug if (1>=mh) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ENCODER ERROR: INVALID MAX HASH")
                debug endif
            debug endif

            return 0
        endmethod

        /*************************************************************************************
        *
        *   toString
        *       Returns the Encoder as a colorized string in VER_BASE.
        *
        *       returns:            string
        *
        *************************************************************************************/
        method toString takes nothing returns string
            debug if (er[this] !=null) then
                return er[this]
            debug endif
            debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ENCODER ERROR: INVALID ENCODER")
            debug return null
        endmethod

        /*************************************************************************************
        *
        *   convertSting
        *       Returns an Encoder by converting an Encoder string into an Encoder.
        *
        *       string s:           Encoder id string
        *
        *       returns:            Encoder
        *
        *************************************************************************************/
        static method convertString takes string s returns thistype
            return ec[es.convertToInteger(s)]
        endmethod

        /*************************************************************************************
        *
        *   add
        *       Adds a CodeRange to an Encoder.
        *
        *       CodeRange r:        CodeRange to be added
        *
        *       returns:            nothing
        *
        *************************************************************************************/
        method add takes CodeRange r returns nothing
            debug if (null!=er[this]) then
                call Link(this).point(r)
                set el[this]=r
            debug else
                debug if (null==er[this]) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ENCODER ERROR: INVALID ENCODER")
                debug endif
            debug endif
        endmethod

        /*************************************************************************************
        *
        *   read
        *       Attempts to read values out of a code string.
        *
        *       string s:           Code string to read values out of
        *       integer p:          Player id to read code string for
        *
        *       returns:            DataBuffer
        *                               0 means DataBuffer couldn't be openned
        *
        *************************************************************************************/
        method read takes string s,integer p returns DataBuffer
            local BigInt i          //code integer
            local integer k=StringLength(s)
            local string c          //character
            local string b=""     //filtered code string
            local DataBuffer t      //data buffer
            local integer v         //value
            local integer n         //node
            local integer array o   //original values
            local boolean f

            //first ensure that encoder is valid
            if (null!=er[this] and 0!=k) then
                //remove all DELIMITERs from code
                loop
                    set k=k-1
                    set c=SubString(s,k,k+1)
                    if (c!=DELIMITER) then
                        set b=c+b
                    endif
                    exitwhen 0==k
                endloop

                set n=StringLength(b)
                if (n<ml[this] or n>mx[this]) then
                    return 0
                endif
                
                //convert string into a BigInt
                set i=BigInt.convertString(b,eb[this])
                
                if (0==i) then
                    return 0
                endif

                //unscramble
                call UnapplyScramble(i,p)

                //retrieve whether the checksum is location at the
                //back or the front
                //  true: front
                //  false: back
                set f=integer(eh[this])>rsh[el[this]]
                if (not f) then
                    set i.base=b10
                endif

                //if the stored checksum wasn't equal to the generated checksum, the
                //  code isn't valid. This is if the checksum is in the back.
                                    //checksum stored in code                            //code's actual checksum
                if (not f and i.divide(eh[this])!=Checksum(i,eh[this])) then
                    call i.destroy()
                    return 0
                endif

                //allocate data buffer
                if (0==dn[0]) then
                    set dc=dc+1
                    set t=dc
                else
                    set t=dn[0]
                    set dn[0]=dn[t]
                endif

                set dn[t]=t
                set dl[t]=t

                //initialize data buffer
                set de[t]=this                                    //data buffer encoder
                set dm[t]=Link(this).start()                      //open the loop

                loop
                    //prepare next slot
                    call t.open()

                    //exit when there are no slots left (finalized)
                    exitwhen df[t]

                    //divide BigInt by shifted high bound of current node of current slot
                    //  this returns the value*
                    set v=i.divide(rsh[dd[dl[t]]])

                    //retrieve node
                    set n=dd[dl[t]]
                    set o[dl[t]]=v

                    //shift the value back to what it originally was
                    if (rf[n]==AN) then
                        set v=-v+rh[n]
                    else
                        set v=v+rl[n]
                    endif

                    //store value into depth pointer id
                    set dm[t].depthPointer.id=v

                    //store value
                    set dv[dl[t]]=v
                endloop

                //unset finalization flag
                set df[t]=false

                //if the checksum was in the front
                if (f) then
                    //first, retrieve the checksum
                    set v=i.toInt()

                    //rebuild the entire number
                    call i.destroy()
                    set i=i.create(b10)
                    set n=dl[t]
                    loop
                        call i.multiply(rsh[dd[n]])
                        call i.add(o[n],0)
                        set n=dl[n]
                        exitwhen n==t
                    endloop

                    //compare the checksum stored in the number to the checksum
                    //that the number actually generates
                    if (v!=Checksum(i,eh[this])) then
                        //if they aren't equal, code wasn't valid
                        call i.destroy()

                        set de[t]=0       //data buffer encoder=null

                        //deallocate data buffer
                        set dn[dl[t]]=dn[0]
                        set dn[0]=t

                        //return null
                        return 0
                    endif
                endif

                call i.destroy()

                //code was valid, so return DataBuffer
                set dp[t]=dn[t]       //current node
                set dz[t]=di[dn[t]]   //current link id

                return t
            endif

            return 0
        endmethod

        /*************************************************************************************
        *
        *   write
        *       Attempts to write value into a code string.
        *
        *       integer p:          Player id to write code string for
        *
        *       returns:            DataBuffer
        *                               0 means DataBuffer couldn't be openned
        *
        *************************************************************************************/
        method write takes integer p returns DataBuffer
            local integer t
            //ensure the player is valid
            debug if (0!=ph) then
                //ensure the encoder is valid
                if (null!=er[this]) then
                    //allocate data buffer
                    if (0==dn[0]) then
                        set dc=dc+1
                        set t=dc
                    else
                        set t=dn[0]
                        set dn[0]=dn[t]
                    endif
                    set dn[t]=t
                    set dl[t]=t

                    //initialize the buffer
                    set dp[t]=p                                       //data buffer player
                    set de[t]=this                                    //data buffer encoder
                    set df[t]=false                                   //buffer finalized?
                    set dw[t]=true                                    //open data buffer for writing
                    set dm[t]=Link(this).start()                      //open the loop

                    //open first buffer slot
                    call DataBuffer(t).open()

                    //return the buffer
                    return t
                endif
            debug else
                debug if (0==ph) then
                    debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ENCODER ERROR: INVALID PLAYER")
                debug endif
            debug endif

            //returning 0 means something was wrong
            return 0
        endmethod
    endstruct

    /*************************************************************************************
    *
    *   Initialization
    *
    *************************************************************************************/
    private module Init
        private static method onInit takes nothing returns nothing
            //Retrieve all human player hashes (StringHash player name)
            local integer i=11
            local player p
            set pn[16]=-1
            loop
                set p=Player(i)
                if (GetPlayerSlotState(p)==PLAYER_SLOT_STATE_PLAYING and GetPlayerController(p)==MAP_CONTROL_USER) then
                    set ph[i]=StringHash(StringCase(GetPlayerName(p)+PLAYER_CHECKSUM_SALT,false))
                    if (0>ph[i]) then
                        set ph[i]=-ph[i]
                    endif
                    set pn[i]=pn[16]
                    set pn[16]=i
                endif
                exitwhen 0==i
                set i=i-1
            endloop
            set p=null

            //initialize base 10, binary, and the global encoder base
            set b10=Base["0123456789"]
            set es=Base[VER_BASE]
        endmethod
    endmodule

    private struct Inits extends array
        implement Init
    endstruct
endlibrary


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Keywords:
deprecated
Contents

Encoder (Map)

Reviews
7th Sep 2011 Bribe: Deprecated in favor of: http://www.hiveworkshop.com/forums/spells-569/save-load-snippets-v1-0-0-7-a-202714/?prev=mmr%3D6
Level 31
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Jul 10, 2007
Messages
6,306
do this work well with Full Screen Inventory.??
because i have an FSI system that can hold 50+ or 100+ items (maybe^^)..
and can this system save equiped items at FSI system??
thank you

It can save anything you want it to save so long as that saved value fits in the range of 2^-31 to 2^31

You should probably check the Demo Map before you ask questions like this ;D. If you look at the Encoder portion of the demo map, you'll see that I built my own little save/load code using the system. You can build your own too ^)^.
 
Level 3
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Sep 1, 2010
Messages
53
It can save anything you want it to save so long as that saved value fits in the range of 2^-31 to 2^31

You should probably check the Demo Map before you ask questions like this ;D. If you look at the Encoder portion of the demo map, you'll see that I built my own little save/load code using the system. You can build your own too ^)^.

one more thing..about your system..
does it's all in 1.??
like it save everything in 1 save code..(location,equiped items,inventory,spell,pet, etc..)

and not like?
Hero code : xxxx-xxxx-xxxx-xxxx-xxxx.....
Inventory code : xxxx-xxxx-xxxx-xxxx-xxxx.....
Bank code : xxxx-xxxx-xxxx-xxxx-xxxx.....
 
Level 31
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You can make it do w/e you like. I'll say this again, it's best to just take a look at the demo map. If you want multiple codes, you can do multiple codes. If you don't, you can have it all in one code... I wrote tons of docs and it's not cool to ask questions that are answered in those docs because I really did take a lot of time to write them to answer these questions that you are asking me right now.

There is even a huge tutorial (virtually a mini book) on how save/load works and how to build catalogs and so on.

I know it's faster to just ask me questions directly, but you have to understand that when 1000 people ask the exact same question, it can get annoying, especially when the answers to their questions are in the tuts.

I know I may seem a little unfriendly right now, but you have to understand just how long it took me to write those docs and just how much effort I put into them =).
 
Level 3
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Messages
53
That's all i need to know(for now)..

Thanks for your reply Adiktuz..

Anyway..great system Nestharus..

It's reeeaaally helping me..Thanks for your advice
 
Level 6
Joined
Jul 22, 2009
Messages
214
I read a part of the documentation, I'm literally stunned by how well you explain everything. I will probably try to implant Encoder in my project, once I've finish reading documentation and finish some important part of my map. It's look hard to implant but it's look very useful.
 
Level 31
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Messages
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You'd be surprised. Even with that documentation, a lot of people still have no clue how to implement it into their map, or even how to cnp it into their map. For a lot of people, the documentation is still sorely lacking ;\, but I don't know what I can add... it's possible that the system is just too complicated for a lot of folks.


Also, the current scramble obsfucation is actually pretty weak ;p, but I doubt anyone will ever code another type of scrambling besides me... I'll eventually get to it so that it really shuffles the code well.

The scrambling is still the current best, but it sucks, =p.
 
Level 31
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Added a new parameter to Encoder.create for version control : )

JASS:
*           -   integer encoderVersion          Used for version control on encoders. toString returns this value and
*           -                                   convertString takes the toString value and converts it back into the encoder
*           -                                   toString() -> encoderVersion
*           -                                   convertString(encoderVersion)

edit
2.0.2.2 fixes a bug Oo

Don't worry, the bug had to do with more advanced features. I doubt anyone ran into it ; ).

edit
I'm like the save/load mastah now >: D. I know like all of the best structures for saving anything, teeheehee... worked on a really hardcore save/load code that blows the demo map away o-o.
 
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Level 5
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Jan 24, 2011
Messages
49
Uh... A test this I it's only another save/load system (With It's own style)... My question plss, If I import this on my project map, Can it load my custom objects (including Item, Hero, Ability), without fixing it? just like other save/load systems, you must add your item, hero or ability on the variable [array] to make it savable... Or what I mean can be read by this save/load system all object on wc3 map?...
 
Level 31
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Messages
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Uh... A test this I it's only another save/load system (With It's own style)... My question plss, If I import this on my project map, Can it load my custom objects (including Item, Hero, Ability), without fixing it? just like other save/load systems, you must add your item, hero or ability on the variable [array] to make it savable... Or what I mean can be read by this save/load system all object on wc3 map?...

You have to add them to any save/load code. To understand why, read the tutorial. To know why this one can can generate codes much smaller than other save/load systems, read the tutorial. It's at the top of the post.

edit
It has to do with compression

Without adding it and just saving objects, you can get codes like this
1215324524-1634099555-1936749416-1634362734-1651732580-1650946932-1650814070-1200-44-22-33

With adding, and all of the other compression techniques, you get codes like this
c14R-OWXS-l

Is it cheaper to save a huge number like 1215324524 or a number like 1? Adding it to a catalog changes 1215324524 to 1 =).

Also, if you look at the structure, Encoder is nothing like the other save/load systems when it comes to adding >: ). This is how I managed to turn a 34 char code running on CodeGen to a 22 char code on Encoder with beefed up security. That's 33% smaller... ; P. Also, keep in mind that I pulled off the 22 w/ pretty advanced catalog and encoder techniques. With super simplicity, it was 23.
 
Uh... A test this I it's only another save/load system (With It's own style)... My question plss, If I import this on my project map, Can it load my custom objects (including Item, Hero, Ability), without fixing it? just like other save/load systems, you must add your item, hero or ability on the variable [array] to make it savable... Or what I mean can be read by this save/load system all object on wc3 map?...

actually, all SLS can read almost all object data on a wc3 map and you don't really need to add them to any list or arrays... you can directly save things using any SLS by modifying the S/L triggers... but it is really not practical when it comes to the code length that you would produce as Nestharus explained...

btw, what's with the update?
 
Level 31
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Jul 10, 2007
Messages
6,306
Added a new parameter to Encoder.create for version control : )

JASS:
*           -   integer encoderVersion          Used for version control on encoders. toString returns this value and
*           -                                   convertString takes the toString value and converts it back into the encoder
*           -                                   toString() -> encoderVersion
*           -                                   convertString(encoderVersion)

edit
2.0.2.2 fixes a bug Oo

Don't worry, the bug had to do with more advanced features. I doubt anyone ran into it ; ).

On the previous page =)
 
Level 6
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Dec 10, 2010
Messages
119
Sorry, who can help me? When i click save in this system i see error. I have JNPG5.
My sitting

and


When I leave the settings as there are, after save i see this


When I Enable AdicParser i see that



What should I do? Help me please!
 
Level 31
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Messages
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OxygenD, first question. Is this in the demo map or your own map?

Check the version of BigInt in the demo map as compared to this- v1.1.4.5
http://www.hiveworkshop.com/forums/jass-functions-413/system-bigint-188973/

If you are using an older version of the demo map, then you definitely don't have the latest BigInt. There was a debug problem with BigInt (only worked in debug mode), and the update addressed that issue. The update was done quite a while ago, but older demo maps of Encoder used the older BigInt.

Also, keep in mind that just cnping the code from the demo map into your own map isn't enough to get this thing working. Some of the demo code was specialized for the demo map, meaning that it will not work in any other map =). The safest way to install the system is to go through all of the required systems so that you know you've properly installed them into the map. This is primarily because of Lua stuff.

If you don't need UnitStatePercent, then the demo map does contain all of the latest systems, so you can do a direct cnp. However, most people do like to save xp as a % now, and I really do recommend UnitStatePercent.
 
Level 31
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Uh... the thing in the demo map is just an implementation to show how to do it. You're not expected to use that layout. Encoder is set up so that you make an implementation specifically for a map =P.

It does take a bit of effort to set up. You could use the demo map as a guideline for building encoders, catalogs, and just general techniques, but the best possible implementation is mostly unique to each map.

I spent 24 hours implementing this thing into Pearl East Kingdom.

Also, it's not so easy to use as little effort merits the best possible code. With minimal effort, the east kingdom code was 23 characters long. With maximal effort, it turned into 9-23 characters long =). Also keep in mind that it the code in that map will grow at a much slower rate since I split up all of the items into hero specific catalogs. This means that if there are 600 items in the map and 6 heroes, 100 unique items for each hero, then the code will only need space for 100 items, not 600 =P.


This system was created so that it could produce the best save/load codes possible for a map. The save/load codes this system generates are better than most save/load systems made specifically for maps and can match the very best of the best. It is powerful enough to pretty much generate any type of code. When I first implemented it into a map, I discovered many interesting techniques that I wa previous unaware of. For example, this system could save any number of units (unknown amount) ^)^.

Remember links?
unit.link(1,unitMax,unit,0)

that would continue to put units into the code until you plug in a 0.


So yea, it's much harder to use than the norm, but the benefits are well worth it. A smaller more secure code is a smaller more secure code =).
 
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K. Well, the game I currently need it for would definately have a very short code, only eight characters long, as it only needs to save 7 things, each of which vary small enough to fit into one character each.
(Hero class, hero agility, strength, intelligence, which max at 50, and level can be determined by total stats, weapon, less than 50 total weapons, which area a person is in, and there are less than 50 areas of course)
 
Level 6
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Dec 10, 2010
Messages
119
Uhh .. I have long tried to insert it into the my map. But all efforts were wasted.
I gathered my thoughts and created his Save | load system, which in my opinion is almost perfect. It is possible to save everything. From hero item to pet items=) My system can retain the same as yours. And by the way, I made ​​it output code as in your table:)
But due bug of wc3, dialog menus do not appear to complete code review, simply click Enter.
 
Level 31
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Jul 10, 2007
Messages
6,306
Well, I tried to make the API as simple as possible with the link and etc idea =).

I actually think the API is pretty good and the save/load codes themselves are pretty easy to create, save, and load... it's those catalogs that are the killers ;o.

Takes me like 5 mins to create a save/load code, save, and load stuff... but it takes me 6-24 hours to do the catalogs o-o.

I've been trying to think of some sort of system that could make the catalog process easier... but I've yet to come up with anything.

Yea, if you think the actual process of handling Encoder is hard, that's nothing compared to designing the catalogs >: D.

Catalogs are only complicated if you make them complicated though... as you have condition save/load stuff, you have to segment the catalogs up to account for those thingies... and this leads to the really complicated catalogs.

If you didn't have a complex save/load code, like no item charges or anything, then it would all be pretty easy and straight forward.

Also, there are a lot of things you can do with catalogs.

About the most complicated thing in the Encoder building portion is the linking, which is pretty easy... I still love the
unit.link(1,UnitCatalog.count,unit,1) trick ^^.
 
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Level 5
Joined
Feb 27, 2011
Messages
175
One question, cause i didnt read this anywhere , maybe i did but i dont know nvm.
My question is does this system save's unnecessary data?
Like if i only have a hero with no items and no spell no experience code will be shorter then having any of them? :D
You may find it stupid but i had to ask. :p
Also the system is imba :D
 
Level 31
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Messages
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It depends on how you set up the structure... the reason the code size changes is because with good save/load codes, unnecessary data is not saved. If you are level 1, the xp has to be saved because it can go up/down. If you are max level, then the xp is always constant, so you don't save it.

call level.link(1,LEVEL_MAX-1,xp,1)

See, that will link level 1 like through 19 (if 20 were max) to have xp =P.

You can use links any way you like... just like I did right there. I also like to link inventory items to each other now.
call item.link(1,ItemCatalog.count,item2,1)

So if I plug in a null item, it'll immediately stop. This means that if there are 2 items in the inventory out of 6 possible slots, only 3 slots are saved (it has to know where to end).

It's stuff like these that makes the code grow and shrink. It's the exact same with item charges on items... an item charge is only saved if that item has a charge, and one item should only be linked to one item charge max... this is where you start getting into ranges of items in a Catalog.

You can do lots and lots and lots of things =). There are 3 basic types of catalogs that I outlined in the tutorial to help you accomplish this. Also, the map I linked to has more examples of stuff I did, and the demo map has even more examples.

By using links, you define exactly what should be saved and what conditions have to be met for it to be saved (for example, item falling in the range of 99 charged items to save a 99 item charge).

This allows you to make a save/load code that is tailor made and optimized specifically for your own map =P.
 
Level 31
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Messages
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Updated to Encoder 3

This update features a variety of new security techniques
-player based bases based on player name + salt + a derived base
-player based checksums with variance derived from player name + salt 2 + checksum
-uses new Scrambler 3 (-save and -load lag on big codes now, /sad face)


So essentially, the codes are pretty much 100% impossible to crack w/o both opening the map and ripping out the settings + understanding the systems in the first place ;D.
 
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Level 31
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Jul 10, 2007
Messages
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That doesn't have to do with save/load, so no ; P.


That'd be part of anti cheat =).


edit
I overlooked something important... a minimum and maximum code length.


If someone were to just put in numbers like 1,2,3,4,5,6, etc, they could very well get a working code, rofl...


Well, I'll implement that into Encoder 3.0.1.0 ;D, but I am too tired to do it atm :(. 3:30 am ;D.


I'll start on it right now and hopefully finish it tomorrow =P. Bleh, this means I gotta update all of the docs again >.<.


Updated to Encoder 3.0.1.0
Added minimum/maximum boundaries on loading codes. This will block out players attempting to load things like 1, 5, or 7. I came up with the idea when I tried -load 5 in another map and it worked, haha.


Updated to Encoder 3.0.1.1
-Updated demo map to use updated Base and BigInt
-Added a check to make sure all characters in a code are valid characters before proceeding to open data buffer
 
Level 5
Joined
May 17, 2007
Messages
106
Hi Nestharus,
Do you considering add save-to-text into your Encoder?
It could be very useful that you can find a generated code in.txt file to copy and paste as in my map.

I didn't use PC right now, so not sure what command was.

PS: Unless you already do so.
 
Level 5
Joined
May 17, 2007
Messages
106
Hmm, as I've try a on lot of PC and most players feedback (that feed me back)
the seems always found my .txt files.

and it is only output, which seems to allowed.

PS: I don't know how to check those local files enable anyways (in registry I guess), so one may try my map with local files off and see if it not create one.
 
Level 5
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May 17, 2007
Messages
106
On PC now.

Still, it is only 2-4 lines of code and use the native, no workaround like return bug, I guess it is worth a try.

So I'm putting the code here, if it broken the rules just remove it.
JASS:
//p = Player(x)
//saveCodeGenerated = Generated code before coloring.

if GetLocalPlayer() == p then //For those who saving only.
   call Preload("Put some useful information here")
   call Preload(saveCodeGenerated )
   call PreloadGenEnd("DCG Save Code.txt")//Output to "Warcraft 3/Logs/DCG Save Code.txt" (not sure if ../ work)
endif

PS: Might useful for some lazy people like me.
 
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