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By cleverly identifying crucial "bottleneck" border points, creating a universal two-level hierarchy, and dynamically refining routes with our optimized A* engine, we've managed to deliver a vastly superior navigation experience. It's a win for every OsmAnd user who relies on fast, dependable, and customizable offline navigation.

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.

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