It is stored in the metadata [1], but anything larger than 8 MiB is not guaranteed to be supported. So there has to be an out-of-band agreement between compressor and decompressor.
[1] https://datatracker.ietf.org/doc/html/rfc8878#name-window-de...
It is stored in the metadata [1], but anything larger than 8 MiB is not guaranteed to be supported. So there has to be an out-of-band agreement between compressor and decompressor.
[1] https://datatracker.ietf.org/doc/html/rfc8878#name-window-de...
Thanks! So the --long essentially signals the decoder "I am willing to accept the potentially large memory requirements implied by the given window size"
Seems useful for games marketplaces like Steam and Xbox. You control the CDN and client, so you can use tricky but effective compression settings all day long.
For internal use like that you can also use the library feature. The downside of using long=31 is increased memory usage, which might not be desirable for customer facing applications like Steam.