By Senko-san, SlejmUr, King and Chomp.
This is a rough documentation of EFT's server endpoints, data and how it's processed. This includes historical data and background information relevant to make EFT's "offline raid" actually function offline.
public class Crc32 | |
{ | |
// precomputed to improve performance | |
private readonly uint[] _checksumTable = new uint[0x100] | |
{ | |
0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, | |
0x706AF48F, 0xE963A535, 0x9E6495A3, 0x0EDB8832, 0x79DCB8A4, | |
0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, | |
0x90BF1D91, 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, | |
0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, 0x136C9856, |
Programming is nothing more than talking to a computer.
Problem is, the computer is not as smart as we are and doesn't have the vocabulary of a human. To make the computer understand, we explain concepts by describing what they look like (data structures), what they do (functions) and how it changes the world (state) in a language the computer understands. A programming language.
using System.Collections.Generic; | |
public class CacheDataProvider | |
{ | |
public CacheDataProvider() | |
{ | |
AddNormal(); | |
AddLocales(); | |
AddMaps(); | |
} |
Emulating inheritance in ANSI-C
Sometimes the cleanest implementation is by taking advantage of inheritance despite the cost of the technique. In this article I'll discuss various implementations with their characteristics. We'll emulate the following code from C# in ANSI-C:
{ | |
"GameGlobals": { | |
"AlignmentTypes": [ | |
"None", | |
"LawfulGood", | |
"LawfulNeutral", | |
"LawfulEvil", | |
"NeutralGood", | |
"TrueNeutral", | |
"NeutralEvil", |