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How to configure mysql for kbengine

2025-01-16 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Servers >

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This article mainly introduces "how to configure mysql in kbengine". In daily operation, I believe many people have doubts about how to configure mysql in kbengine. The editor consulted all kinds of materials and sorted out simple and easy-to-use methods of operation. I hope it will be helpful to answer the doubts about "how to configure mysql in kbengine". Next, please follow the editor to study!

The engine meaning of kbengine

Kbengine is an excellent game server logic engine greater than the meaning of its existence as a game server engine (assuming that the game application domain architecture can not be separated from the server client according to the granularity of CS-of course, it does not rule out that the broader game solution domain abstraction regards CS as a low-level abstraction), it defines an appstack for the game APP. Just like WEBAPP in the game world, to develop a game is to develop some gameapp (humans always have to study the ultimate way), or you can call it WEBGAME engine.

However, this WEBGAME does not refer to the client-side rich web technology and micro-end publishing, but focuses on the development and release mode of WEB, which is the "WEBGAME engine" of the game world (the general abstraction of the development and release of GAME, the eastern and western case domain and program domain). The first thing to say is that it uses the popular CS and BS architecture.

1, it separates the C-side and S-side of the game, so that the C-side on different terminal platforms can share a server, while on the server, many games can coexist at the same time. You can call them assert,mod or something. I'll explain it later.

2, second, it hides everything developers need to face from zero, it encapsulates the protocol, and even the final definition of game logic, it does not advocate direct engine development, developers only need to define game domain logic. It reveals those aspects of a game that developers can immediately work on (a server-side game editor, with a bit of development, of course).

3, the point is here-it is encapsulated so that users (including non-professionals) only need to change and UGC to develop a game function, just like the client-side gamestudio, and kbe is the game container. Like the WAMP architecture, it is responsible for running, and the entire development release is just like those mature frameworks and application servers in the Web world. And, of course, the development paradigm.

When it comes to UGC, this is actually the way WEB is used. WEB is not only a development but also an application, which enables users to directly participate in the construction of programs (content).

In short, mod+ugc, all this, make game programming have the ultimate flavor of game programming. This is also the ultimate goal of programming in all fields today.

What is the ultimate programming? what is the highest state of programming?

Ultimate programming really exists, but it doesn't have to be something like programming. We can understand that programming is a state where enough is enough and there is an end to it. There are many ways to get to it in engineering (programming makes things easier and easier and ends up with little or no investment in re-learning costs), but one is undoubtedly the kind of encapsulation up to scripts and visual editors. Just like the WEB front end, and the GAME MOD development above. If the programming method can be summed up as an ultimate philosophy, and scholars can use it to complete bootstrap learning, then this meta-nature of philosophy is the ultimate. The emergence of graphical interface and DLL API mechanism, VB visualization, in this sense are great groundwork, object-oriented is also a kind of ultimate programming, it is abstract within the language close to the common people, a variety of OO paradigms, PME, and later, the framework container, are the methods and basic work to make programming the ultimate. Kbengine just uses all of this (and, of course, more, such as the persistence mechanism mentioned next). Program Technology of kbengine

In the program technology, KBE uses the distributed architecture and traditional server overloading, its components can be distributed in different physical machines or even processes, expand the load, itself exists as a distributed cloud.

However, none of the above is the point, and the abstraction of KBE's application of "server-side game logic" is its foundation. It abstracts everything into entities, spaces, and so on. For the first time, it proposes the abstraction of the game logic-> world. In this way, it can completely regard RPG/RTS as the same game (ready to say, the game virtual world). Because you can share a server-side world. It is only the client that makes the difference. Can create a mixed game world.

Secondly, it also has its own innovations in protocol processing, data definition and so on. Especially its application to components and XML persistent data. These are all ways to make game programming ultimate (to give a hint: persistence and XML semantics = the ultimate means of docking data with logic, transforming data code into domain logic, turning invisible black box logic into editable hook to user visual operations, similar to script variables, databases, ORM, etc.)

In the future, there will be a detailed article to analyze its architecture.

Modify kbengine so that mysql and client can be externally hosted

The original KBE engine python,js,cpp is case-sensitive, as a mixed programming system, a kbe demo to deal with this, kbengine's official method is to force case verification. Specify the case of the mysql.ini. This makes the mysql environment limited, and what we're talking about here is how to get kbengine to change the hosting addresses of external data sources and external client media files.

What is used here is 0.9.4 kbegine src and js demo.

1. First of all, the cpp src side needs to deal with it. In src\ lib\ db_interface\ db_interface.cpp, comment the following three lines:

/ / if (ret) / / {/ ret = pdbi- > checkEnvironment (); / /}

2. In the kbegine asserts settings file, in server.xml, force the public network IP to be an IP:

115.28.103.100

3. The biggest change is that there are a lot of capitalization changes in .py. It should be changed in media js.

First, Main.js,IP is changed to a public network address, and then client media is placed in an external hosting environment. It is found that most of the black screens are loaded because JS cannot get the correct class name because it is case-sensitive:

Method: under chrome F12, keep testing to find out that the xxx in the KBEngine.xxx in monster.js,npc.js,avatar.js,gate.js,account.js should be changed to lowercase. Note that the case in the file name does not need to be dealt with.

At this point, the study on "how to configure mysql in kbengine" is over. I hope to be able to solve your doubts. The collocation of theory and practice can better help you learn, go and try it! If you want to continue to learn more related knowledge, please continue to follow the website, the editor will continue to work hard to bring you more practical articles!

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