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Description
As Paril commented here: Paril/q2repro@82b5600 a couple of bytes could be saved by sending long configstrings (notably the statusbar) as one string, instead of splitting them up.
Things to consider:
- Concatenate implicitly or explicitly on writing?
Implicitly would mean we detect "back to back" configstrings and write a longer string without an ID in between. (Ie the client providesCS_STATUSBAR + 0...CS_STATUSBAR + n).
Explicitly means the client sends possibly long strings as one (ie the client just provides one longCS_STATUSBAR) and the library splits it up. - Similar question for reading: Provide a single configstring, or still separate parts?
- In any case, we probably need to know the "max configstring" depending on game type.
- I would like to avoid the library having to have knowledge which configstrings can be "long" or not.
- ... which probably means write as a single string, but reading still returns separate parts.
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