feat: technical dogs

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TrèsAbhi committed 2024-05-15 19:44:51 -05:00
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# Blitzkit Rating Leaderboard
A straightforward way of storing the entire World of Tanks Blitz rating leaderboard to disk.
```cpp
primary BlitzkitRatingLeaderboard {
utf8"BKRL" magic;
Header header;
primary Body<header> body;
}
Header {
uint16 version; // always 1
Format format;
uint32 count;
}
Format enum<uint8> {
Base,
Superset1,
}
Body<Header header> match<header.format> {
Base {
primary {
uint32 id;
uint16 score;
}[header.count] entries;
};
Superset1 {
primary {
uint32 id;
uint16 score;
uint32 battles;
uint32 wins;
uint32 survived;
uint32 damage;
uint32 kills;
}[header.count] entries;
};
}
```
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# Cedilla Object Notation
1. JSON compressed as CDON, written directly to disk (a direct 50% reduction).
2. CDON further compressed with LZ4 (a clean 90% reduction).
3. The raw JSON file as fetched from a random data source.
4. CDON decompressed once again to JSON. Note that this file is a little larger than the original JSON file as it contains a lot more decimal places due to float precision (this shouldn't affect the size in memory).
![an image of file sizes](https://i.imgur.com/AHJiFpq.png)
FS stands for "Fast String".
```cpp
primary CedillaObjectNotation {
utf8"CDON" magic;
Header header;
primary Body<header.fsFormat> body;
}
Header {
uint16 version; // always 1
FSFormat fsFormat;
StringTable<fsFormat> stringTable;
}
FSFormat enum<uint8> {
Format8,
Format16,
Format32,
}
FSPrimitive<FSFormat fsFormat> match(fsFormat) {
Format8: uint8;
Format16: uint16;
Format32: uint32;
}
StringTable<FSFormat fsFormat> {
FSPrimitive<fsFormat> count;
String[count] strings;
}
Body<FSFormat fsFormat> {
primary Value<fsFormat> object;
}
ValueType enum<uint8> {
Null,
Boolean,
Uint8,
Uint16,
Uint32,
Uint64,
Int8,
Int16,
Int32,
Int64,
Float32,
Float64,
String,
FS,
Array,
Object,
}
String {
uint32 length;
primary utf8<length> value;
}
StringValue Value & { (ValueType.String | ValueType.FS) type }
Value<FSFormat fsFormat> {
ValueType type;
match<type> {
Boolean: { uint8 value; }
Uint8: { uint8 value; }
Uint16: { uint16 value; }
Uint32: { uint32 value; }
Uint64: { uint64 value; }
Int8: { int8 value; }
Int16: { int16 value; }
Int32: { int32 value; }
Int64: { int64 value; }
Float32: { float32 value; }
Float64: { float64 value; }
String: { String value; }
FS: { FSPrimitive<fsFormat> index; }
Array: {
uint32 count;
Value[count] values;
}
Object: {
uint32 count;
StringValue[count] keys;
Value[count] values;
}
}
}
```
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# BlitzKit Regular Tank Stats
A straightforward way of storing the entire World of Tanks Blitz tank statistics for players to disk.
## Manifest `manifest.rtsm`
```cpp
primary RegularTankStatisticsManifest {
utf8"RTSM" magic;
Header header;
primary Body body;
}
Header {
uint16 version; // always 1
}
Body {
uint32 time;
uint8 base;
}
```
## Chunk `*.rtsc`
```cpp
primary RegularTankStatisticsChunk {
utf8"RTSC" magic;
Header header;
primary Body body<header.playerCount>;
}
Header {
uint16 version; // always 1
uint32 playerCount;
}
Body<uint32 playerCount> {
Player[playerCount] players;
}
Player {
uint32 id;
uint16 tankCount;
Tank[tankCount] tanks;
}
Tank {
uint32 id;
uint32 battleLifeTime;
uint32 lastBattleTime;
uint8 markOfMastery;
uint32 battles;
uint32 capturePoints;
uint32 damageDealt;
uint32 damageReceived;
uint32 droppedCapturePoints;
uint32 frags;
uint32 frags8p;
uint32 hits;
uint32 losses;
uint8 maxFrags;
uint16 maxXp;
uint32 shots;
uint32 spotted;
uint32 survivedBattles;
uint32 winAndSurvived;
uint32 wins;
uint32 xp;
}
```