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feat: technical dogs
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@@ -1,45 +0,0 @@
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# Blitzkit Rating Leaderboard
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A straightforward way of storing the entire World of Tanks Blitz rating leaderboard to disk.
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```cpp
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primary BlitzkitRatingLeaderboard {
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utf8"BKRL" magic;
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Header header;
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primary Body<header> body;
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}
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Header {
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uint16 version; // always 1
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Format format;
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uint32 count;
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}
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Format enum<uint8> {
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Base,
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Superset1,
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}
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Body<Header header> match<header.format> {
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Base {
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primary {
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uint32 id;
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uint16 score;
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}[header.count] entries;
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};
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Superset1 {
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primary {
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uint32 id;
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uint16 score;
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uint32 battles;
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uint32 wins;
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uint32 survived;
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uint32 damage;
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uint32 kills;
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}[header.count] entries;
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};
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}
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```
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@@ -1,99 +0,0 @@
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# Cedilla Object Notation
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1. JSON compressed as CDON, written directly to disk (a direct 50% reduction).
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2. CDON further compressed with LZ4 (a clean 90% reduction).
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3. The raw JSON file as fetched from a random data source.
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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).
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FS stands for "Fast String".
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```cpp
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primary CedillaObjectNotation {
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utf8"CDON" magic;
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Header header;
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primary Body<header.fsFormat> body;
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}
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Header {
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uint16 version; // always 1
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FSFormat fsFormat;
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StringTable<fsFormat> stringTable;
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}
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FSFormat enum<uint8> {
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Format8,
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Format16,
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Format32,
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}
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FSPrimitive<FSFormat fsFormat> match(fsFormat) {
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Format8: uint8;
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Format16: uint16;
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Format32: uint32;
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}
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StringTable<FSFormat fsFormat> {
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FSPrimitive<fsFormat> count;
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String[count] strings;
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}
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Body<FSFormat fsFormat> {
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primary Value<fsFormat> object;
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}
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ValueType enum<uint8> {
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Null,
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Boolean,
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Uint8,
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Uint16,
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Uint32,
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Uint64,
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Int8,
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Int16,
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Int32,
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Int64,
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Float32,
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Float64,
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String,
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FS,
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Array,
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Object,
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}
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String {
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uint32 length;
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primary utf8<length> value;
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}
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StringValue Value & { (ValueType.String | ValueType.FS) type }
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Value<FSFormat fsFormat> {
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ValueType type;
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match<type> {
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Boolean: { uint8 value; }
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Uint8: { uint8 value; }
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Uint16: { uint16 value; }
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Uint32: { uint32 value; }
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Uint64: { uint64 value; }
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Int8: { int8 value; }
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Int16: { int16 value; }
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Int32: { int32 value; }
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Int64: { int64 value; }
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Float32: { float32 value; }
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Float64: { float64 value; }
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String: { String value; }
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FS: { FSPrimitive<fsFormat> index; }
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Array: {
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uint32 count;
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Value[count] values;
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}
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Object: {
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uint32 count;
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StringValue[count] keys;
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Value[count] values;
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}
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}
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}
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```
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@@ -1,71 +0,0 @@
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# BlitzKit Regular Tank Stats
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A straightforward way of storing the entire World of Tanks Blitz tank statistics for players to disk.
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## Manifest `manifest.rtsm`
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```cpp
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primary RegularTankStatisticsManifest {
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utf8"RTSM" magic;
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Header header;
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primary Body body;
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}
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Header {
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uint16 version; // always 1
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}
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Body {
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uint32 time;
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uint8 base;
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}
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```
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## Chunk `*.rtsc`
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```cpp
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primary RegularTankStatisticsChunk {
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utf8"RTSC" magic;
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Header header;
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primary Body body<header.playerCount>;
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}
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Header {
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uint16 version; // always 1
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uint32 playerCount;
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}
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Body<uint32 playerCount> {
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Player[playerCount] players;
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}
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Player {
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uint32 id;
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uint16 tankCount;
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Tank[tankCount] tanks;
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}
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Tank {
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uint32 id;
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uint32 battleLifeTime;
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uint32 lastBattleTime;
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uint8 markOfMastery;
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uint32 battles;
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uint32 capturePoints;
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uint32 damageDealt;
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uint32 damageReceived;
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uint32 droppedCapturePoints;
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uint32 frags;
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uint32 frags8p;
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uint32 hits;
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uint32 losses;
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uint8 maxFrags;
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uint16 maxXp;
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uint32 shots;
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uint32 spotted;
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uint32 survivedBattles;
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uint32 winAndSurvived;
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uint32 wins;
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uint32 xp;
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}
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```
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