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Apptivate source code
Apptivate source code






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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

apptivate source code

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.

  • The DLL module ( ref_opengl.dll) also holds a structure kernel_fct_t with function pointers to NULL (in grey).
  • quake2.exe holds a structure ref_OpenGL_t with function pointers to NULL (in grey).
  • A small drawing is better than a long speech Game_import_t and game_export_t are used when the game module is loaded. Hence four structures are used to exchange functions pointers: refimport_t and refexport_t act as container to exchange functions pointers when the renderer module is loaded. The technique is to replicate OO the way JAVA and C++ do it: Using structures containing function pointers.
  • No need to learn QuakeC, the dll were written in C.īut Quake2 was written in C which is not an Oriented Object programming language and the question is then "How do you implement polymorphism with a language which is not OO ?".
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  • Full native speed for mods, no need to rely on QuakeC and Quake Vitual machine.
  • #APPTIVATE SOURCE CODE MOD#

  • More capabilities to mod makers, the entire game could be altered via game.dll.
  • Allowed to provide new renderer for hardware release after the game shipped (Glide, Verity).
  • Renderer can be changed while the game is running.
  • Ship game with multiple renderer (software,openGL).
  • Clean Quake2 kernel code, limited code entropy, no crazy #ifdef all over the place.
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    Apptivate source code