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Fix loading qagame so on GNU/Linux - #2

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ec- merged 1 commit into
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zturtleman:export-game-vmmain
Aug 25, 2017
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Fix loading qagame so on GNU/Linux#2
ec- merged 1 commit into
ec-:masterfrom
zturtleman:export-game-vmmain

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qagamex86_64.so doesn't load on GNU/Linux due to vmMain not being exported.

@ec-
ec- merged commit a4191d1 into ec-:master Aug 25, 2017
@zturtleman
zturtleman deleted the export-game-vmmain branch June 11, 2024 10:47
WofWca added a commit to WofWca/baseq3a that referenced this pull request Jul 15, 2026
This saves ~0.34% (~1KiB), of traffic and demo size
for a ~3-minute match with 4 players,
by sending less data when a player or a dead body
is seen by another player for the first time in a while.

This will increase the size of the initial connection message
(`svc_gamestate`, which now needs to send the entities
for which we set the baseline state),
but it pays off in the long run.

How to test this change:
1. `./quake +set cg_autoRecordDemo 1 +set jorunal 1`
   to record a jorunal file and a demo.
2. Play a game.
3. Build the mod with this patch and install the mod.
4. `./quake +set cg_autoRecordDemo 1 +set jorunal 2`
   to play back the journal file and record another demo
   given the very same inputs.

Then compare the demo sizes.

One can also utilize `cl_shownet 3`.
Below is an example of how the "delta from baseline" entries look
on vanilla Quake. First two player entries,
then two body queue entries:

```
 50:  baseline: 2
 51: ec-#2   pos.trBase[0]:1024 pos.trBase[1]:1000 pos.trBase[2]:24 apos.trBase[1]:27 eType:1 torsoAnim:11 legsAnim:22 groundEntityNum:1022 pos.trType:1 eFlags:4 weapon:2 clientNum:2 angles[1]:90 apos.trType:1 solid:4200463  (418 bits)

 70:  baseline: 5
 71: ec-#5   pos.trBase[0]:216 pos.trBase[1]:1328 pos.trBase[2]:24 eType:1 torsoAnim:11 legsAnim:22 groundEntityNum:1022 pos.trType:1 eFlags:4 weapon:2 clientNum:5 angles[1]:360 apos.trType:1 solid:4200463  (398 bits)

 23:  baseline: 65
 24: ec-#65  pos.trBase[0]:678 pos.trBase[1]:1446 pos.trBase[2]:24 apos.trBase[1]:135 eType:1 torsoAnim:3 legsAnim:3 groundEntityNum:1022 eFlags:1 clientNum:3  (278 bits)

 46:  baseline: 66
 47: ec-#66  pos.trBase[0]:894 pos.trBase[1]:832 pos.trBase[2]:-15 apos.trBase[1]:225 eType:1 torsoAnim:5 legsAnim:5 groundEntityNum:1022 eFlags:1 clientNum:1  (279 bits)
```

As you can see, basically every field is transmitted,
including e.g. `eType`, which is almost always `ET_PLAYER`
for players and dead bodies.
Now let's see how this patch makes it look:

```
 33:  baseline: 3
 35: ec-#3   pos.trBase[0]:1024 pos.trBase[1]:1000 pos.trBase[2]:24 apos.trBase[1]:90 eventParm:10 legsAnim:22 angles[1]:90  (255 bits)

 84:  baseline: 5
 86: ec-#5   pos.trBase[0]:1028 pos.trBase[1]:1094 pos.trBase[2]:24 apos.trBase[1]:107 angles2[1]:7 legsAnim:22 eFlags:4 angles[1]:90  (284 bits)

 23:  baseline: 64
 24: ec-#64  pos.trBase[0]:698 pos.trBase[1]:1460 pos.trBase[2]:24 apos.trBase[1]:135  (149 bits)

 22:  baseline: 65
 24: ec-#65  pos.trBase[0]:471 pos.trBase[1]:807 pos.trBase[2]:-15 apos.trBase[1]:315 torsoAnim:3 legsAnim:3  (208 bits)
```

This is much shorter. Sometimes we even don't transmit
anything but coordinates and angles.

I have tested this on Quake3e and ioq3 engine.
The latter still has a bug in `SV_CreateBaseline`
which never sends entity numbered 0.
But this doesn't cause anything game-breaking,
only that this optimization will not be applied to entity 0.
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