err, that save/load system uses tech instead of SetPlayerName
so it is better why?
Network is the fastest synchronization library that can possibly be built for warcraft 3. Nothing is going to beat it in speed.
Codeless save/load is very modular, working off of BitInt and supporting AES and MD5 out of the box.
Codeless save/load has a special library to minimize synchronizations. It reads the file out in blocks of 32 bits and synchronizes these in a very efficient network stream thingie.
Codeless save/load includes a special algorithm on top of AES that will apply AES-128 to an arbitrary number of bits in whatever grouping you like.
Now, does the target library only have the novelty of using tech instead of SetPlayerName, or does it include great algorithms to maximize synchronization speed like codeless save/load does? I can't view it since they didn't bother to post the code and this machine has no wc3.
Making the outright claim that it's better than codeless save/load is rather naive unless you actually know all of the algorithms behind both resources, and I sincerely doubt that it has an algorithm similar to Network or repackages the data into 32 bit blocks to minimize the number of synchronizations. I'm practically the only one in all of wc3 that codes optimal algorithms like that. I only say practically because I don't know of every person in the wc3 community, but I've never seen anyone else that has bothered to create good algorithms. Most people are very lazy and just do the minimal code to make it "work." This doesn't mean that it works well, it just works. Tons of crap goes into my stuff to make sure that it not only works, but it maximizes performance and modularity =). I do a balance between maintainability, readability, performance, and modularity. Before you claim that a library beats mine, you better know the algorithms and it better have something revolutionary in it : P.
I only say this because I used to have to deal with resources from other sites, and they typically suck (to say the least). Unless the person is really dedicated, free code = bad code. wc3c approved a get item gold cost library that leaked items... thehelper has a broken multiboard system. j4l's APIs and documentation are an absolute joke. AutoIndex is wtf insane overhead and the person didn't even care to see if there was a way to do deindexing without hooks. Stuff at xgm is no exception. THW only has the level of quality it has now because someone here forced people to get away from super packs and forced people to observe good coding practices and innovation. I'm not saying that most of the stuff at THW is good, rather most of it is as bad or worse than the stuff at any other site, but the JASS section here has the highest quality resources of any other site. Furthermore, for me, I only submit something to the Spells section when it's an even higher level of excellence than the JASS section, which is why all of my resources were DC (until I requested that the DC's be removed as people appeared to be upset about it).
For the future, please do your research before making a claim. I will admit that codeless save/load isn't currently in a usable state. Apparently, it drops a single bit (probably in the 32 bit packing, really not sure where) sometimes. File I/O is also only configured to work on the C drive. Also, decryption and validation is not done locally >.<. I'm writing a bunch of compilers first, then I promise to update codeless save/load
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Codeless save/load is even more constricted by data size than regular save/load is because of synchronization. The less a resource cares about data size, the more constricted it will be. The library you linked is likely constricted to just 2-3 integer values. Codeless save/load can handle a lot more before it runs into a wall with full house games.