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Quake III Arena
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Quake III Arena
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===Networking=== ''Quake III Arena'' uses a "snapshot" system to relay information about game "frames" to the client over UDP. The server updates object interaction at a fixed rate independent of the rate clients update the server with their actions, and then attempts to send the state of all objects at that point in time (the current frame) to each client. The server attempts to omit as much information as possible about each frame, relaying only differences from the last frame the client confirmed as received. Almost all data packets are compressed using Huffman coding using static pre-calculated frequency data, to reduce bandwidth even further.<ref name="network">{{Cite web | url = http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking | title = Book of Hook: The Quake3 Networking Model | accessdate = 2006-10-01}}</ref> ''Quake III Arena'' also integrated a relatively elaborate cheat-protection system called "pure server." Any client connecting to a pure server automatically has pure mode enabled, and while pure mode is enabled, only files within data packs can be accessed. Clients are also disconnected if their data packs fail one of several integrity checks. The <code>cgame.qvm</code> file, because of its high potential for cheat-related modification, is subject to additional integrity checks. The system can be a hindrance to developers, who must manually deactivate pure server to test maps or mods that aren't yet in data packs. Later versions supplemented pure server with [[PunkBuster]] support, although all the hooks to it are absent from the source code release, because PunkBuster is closed source software and including support for it in the source code release would be a violation of the GPL.<ref>{{Cite web|url=http://ioquake3.org/?page=help|title = Ioquake3 Help Page| accessdate = 2007-02-17}}</ref>
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