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
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