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In the code, here the kernel "jumps" in the different modules: Once the method pointers have been exchanged, polymorphism is enabled. Globals.ClientDisconnect = ClientDisconnect Game_export_t *GetGameAPI (game_import_t *import) On the game dll side, here is what happen: GetGameAPI = (void *)GetProcAddress (game_library, "GetGameAPI") Ge = (game_export_t *)Sys_GetGameAPI (&import) 30 function pointer assignation skipped The exact same process goes for the game library, on the kernel side, here is what happen: This is polymorphic because the renderer dll returns its ownįunction addresses within the structure, the Quake2 kernel does not see a difference, it always calls the same function pointer. Re.BeginRegistration = R_BeginRegistration Īt the end of the "handshake", a two ways communication is established between the kernel dll. Refexport_t GetRefAPI (refimport_t rimp ) On the renderer dll, here is what happen within GetRefAPI:
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In the code above, Quake2 kernel retrieves the method GetRefAPI function pointer from the renderer dll via GetProcAddress (a win32

GetRefAPI = (void *) GetProcAddress( reflib_library, "GetRefAPI" ) On the Quake2 kernel side this is what happens: (but the level will have to restart due to preprocessing required by the render). The method retrieving the renderer module is VID_LoadRefresh, it is called every frames so Quake can switch renderer The process with the real names is detailled in the two following sections. Step 3: The receiving DLL copies the kernel function pointers and return a structure containing its own function addresses. Step 2: The kernel calling the function populates a structure containing pointers to its own functions and send those values to the DLL. The goal of the process is to exchange function address so each part can call each other.
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