edges: “soft contours”
In the live game, every API call that affected the player’s inventory triggered a write to the corresponding record in our Azure Cosmos database. From a player’s perspective, the game is constantly saving their progress. To achieve parity in the offline game, we exposed two functions in the AOT DLL for getting and setting a player’s inventory (equivalent to the Cosmos DB inventory document). When the game first starts up, the local save file on disk is read and the inventory is loaded into the DLL’s memory. As the various serverless HTTP operations occur throughout gameplay the DLL’s in-memory inventory state gets updated. After these operations, if the inventory was changed, the client fetches the new full inventory state from the DLL and saves it back to disk.
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This map illustrates the OsmAnd routing concept. The route starts in the Start Area Cluster (221558), moves to the nearest Border Point, and continues through precomputed Shortcuts across intermediate clusters. It then enters the Finish Area Cluster (221536) via another border point and finishes using local roads. This method speeds up routing by combining local search with efficient inter-cluster shortcuts.