programming

users : sep 03

example keyvalues in .modDB

gbKeyValue _currentMod="uvt";
gbKeyValue _mods
{
gbKeyValue "uvt"
{
gbKeyValue _usersDB="uvt.usersDB";
}
gbKeyValue "RobotEngineer"
{
gbKeyValue _usersDB="re.usersDB";
}
}

example keyvalues in for usersDB (there is no class associated with this) it would be called something like uvt.usersDB each mod would have its own .usersDB

gbKeyValue "users"
{
gbKeyValue "billy"
{
gbKeyValue _currentEditorSessionDatabase="billy/.editorSessionDB"
gbKeyValue _currentGameSessionDatabase="billy/.gameSessionDB"
}
gbKeyValue "jason"
{
gbKeyValue _currentEditorSessionDatabase="jason.zip/.editorSessionDB"
gbKeyValue _currentGameSessionDatabase="jason.zip/.gameSessionDB"
}
}

example keyvalues in gbGameSessionDatabase

gbKeyValue "userInfo"
{
gbKeyValue _name="billy";
gbKeyValue _currentEntityDatabase="billy/level0.entityDB";
}

example keyvalues in edEditorSessionDatabase

gbKeyValue "userInfo"
{
gbKeyValue _name="billy";
gbKeyValue _currentEditorDatabase="billy/editor.editorDB";
}

and gbGame is

class gbGame
{

public:

gbKeyValueDatabase* _gameSessionDatabase;
gbKeyValueDatabase* _resourceDatabase;
gbKeyValueDatabase* _entityDatabase;

public:

gbGame();

public:

virtual void setGameSessionDatabase(const char* file);

};

the first thing that happens when the

gbGame is created by a host. typically this would be the editor upon startup. the host chooses
the user. there is a file