Buckets:
| # Batch policy | |
| Target **30 games per batch**, normally **20–40 depending on captured size**. This supersedes the prior eight-game batch size. | |
| - Transfer/upload in small chunks; the overall batch count is not the number held locally at once. | |
| - Process browser checks sequentially on the memory-limited test host. | |
| - Inspect declared asset inventories and recognized dynamic filename families where present. | |
| - Download back and compare recorded hashes; distinguish files without an original hash baseline. | |
| - Decode separate audio/image assets. For Flash games, inspect SWF decompression, lengths, tag bounds and explicit imported movies; this is not exhaustive ActionScript analysis. | |
| - Flag source failures, unresolved declarations, runtime errors and resource-limited tests. Do not treat capture or a loading screen as full gameplay verification. | |
| - Keep original folders, skip external game builds and Geometry Dash, use the public Storage Bucket. | |
| - Delete temporary game payloads after upload/checking; retain small scripts, inventories and notes under the 128 MB workspace budget. | |
Xet Storage Details
- Size:
- 1.09 kB
- Xet hash:
- 1435f487ded78fe0ad271ec0c84e3b51d7a39bbe5b765904d356160036b514ec
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Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.