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@ -42,7 +42,6 @@ saving is done using FBE, this slightly reduces file size compared to JSON and i
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| [Protobuf](https://developers.google.com/protocol-buffers) | 120 bytes | 628 ns | 759 ns |
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| [JSON](http://rapidjson.org) | 301 bytes | 740 ns | 500 ns |
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## Multi-threading support
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considering phmap and drogon both massively benefit from being multi-threaded it seemed obvious that the entire program should be, this is enabled by default and manually settable at `MULTI_THREADED`. Below are some graphs visualizing the gain of doing so:
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<!-- graph -->
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considering phmap and drogon both massively benefit from being multi-threaded it seemed obvious that the entire program should be, this is enabled by default and manually settable at `MULTI_THREADED`.
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## Backwards Compatible API
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versioning is implemented by the endpoints path, for example `/v1`. Breaking changes will ideally be sparse and backwards compatability will be maintained, for example ideally API `v3` instance can still run `v1` endpoints.
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@ -2,6 +2,23 @@
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# Features
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## Performance
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<!-- graphs -->
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## Accessibility
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#### Connected Services
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as explained in earlier docs a ecosystem of connected services allows you many ways to utilize CCash.
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#### APIs
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for devs who wanna make more connected services existing APIs exist in multiple lanaguages enabling faster development/maintenance.
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#### External
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its game indepedent meaning you dont have to be in-game to use it.
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## Security
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#### HTTPS
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OpenSSL is used to secure the HTTP server.
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#### Hashed Passwords
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if the server's save file is compromised the user passwords will not be derivable.
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## Other
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#### Logs
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each transaction is logged and the last `n` logs are stored, if set to 0 logs will be disabled.
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#### Return On Delete
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by default this feature is off, but when enabled deleted account's fund will be redirected to a specified account rather then "burned"
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#### Configurable
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as you can read in [building.md](../building.md) CCash is highly configurable.
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