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Broadly, there are two kinds of CRDTs: state-based and operation-based.1 State-based CRDTs transmit their full state between peers, and a new state is obtained by merging all the states together. Operation-based CRDTs transmit only the actions that users take, which can be used to calculate a new state.

So here is the breakdown:

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In coming up with a generalized solution, our goal was to minimize the required changes to the C++ Unreal game client code. The most obvious way to approach this problem might appear to be to create new exported DLL functions for each backend API that needs to function offline. Instead, we created a single new exported DLL function called ProcessHttpRequest. This function takes in a struct representing a standard HTTP request and returns a struct representing a standard HTTP response. We started referring to this system with the tongue-in-cheek name “serverless service” and it stuck.