func init() { var err error // 读取配置文件内容 config, err := configUtil.ReadJsonConfig(CONFIG_FILE_NAME) checkError(err) // 解析ServerGroupId ServerGroupId, err = configUtil.ReadIntJsonValue(config, "ServerGroupId") checkError(err) // 解析ChatDBConnection配置 ChatDBConnection, err = configUtil.ReadStringJsonValue(config, "ChatDBConnection") checkError(err) ChatDBMaxOpenConns, err = configUtil.ReadIntJsonValue(config, "ChatDBMaxOpenConns") checkError(err) ChatDBMaxIdleConns, err = configUtil.ReadIntJsonValue(config, "ChatDBMaxIdleConns") checkError(err) // 解析ModelDBConnection配置 ModelDBConnection, err = configUtil.ReadStringJsonValue(config, "ModelDBConnection") checkError(err) ModelDBMaxOpenConns, err = configUtil.ReadIntJsonValue(config, "ModelDBMaxOpenConns") checkError(err) ModelDBMaxIdleConns, err = configUtil.ReadIntJsonValue(config, "ModelDBMaxIdleConns") checkError(err) // 解析GameDBConnection配置 GameDBConnection, err = configUtil.ReadStringJsonValue(config, "GameDBConnection") checkError(err) GameDBMaxOpenConns, err = configUtil.ReadIntJsonValue(config, "GameDBMaxOpenConns") checkError(err) GameDBMaxIdleConns, err = configUtil.ReadIntJsonValue(config, "GameDBMaxIdleConns") checkError(err) }
func init() { return var err error // 使用json反序列化 dbConnectionMap := make(map[string]interface{}) if err = json.Unmarshal([]byte(config.DBConnectionString), &dbConnectionMap); err != nil { panic(fmt.Errorf("反序列化数据库配置%s的内容出错,错误信息为:%s", config.DBConnectionString, err)) } // 解析出数据库的连接字符串 var gameDBConnection string var gameModelDBConnection string if config.DEBUG { gameDBConnection = config.GameDBConnection gameModelDBConnection = config.GameModelDBConnection } else { gameDBConnection, err = configUtil.ReadStringJsonValue(dbConnectionMap, "GameDB") if err != nil { panic(fmt.Errorf("数据库连接字符串中不存在名为%s的配置", "GameDB")) } gameModelDBConnection, err = configUtil.ReadStringJsonValue(dbConnectionMap, "GameModelDB") if err != nil { panic(fmt.Errorf("数据库连接字符串中不存在名为%s的配置", "GameModelDB")) } } // 打开数据库连接 GameDB = openMysqlConnection(gameDBConnection) GameModelDB = openMysqlConnection(gameModelDBConnection) // 启动一个Goroutine一直ping数据库,以免被数据库认为过期而关掉 go ping() }
func init() { // 设置日志文件的存储目录 logUtil.SetLogPath(filepath.Join(fileUtil.GetCurrentPath(), "LOG")) var err error // 读取配置文件内容 config, err := configUtil.ReadJsonConfig(CONFIG_FILE_NAME) checkError(err) ServerGroupId, err = configUtil.ReadIntJsonValue(config, "ServerGroupId") checkError(err) ServerActivateUrl, err = configUtil.ReadStringJsonValue(config, "ServerActivateUrl") checkError(err) GameDBConnection, err = configUtil.ReadStringJsonValue(config, "GameDBConnection") checkError(err) GameModelDBConnection, err = configUtil.ReadStringJsonValue(config, "GameModelDBConnection") checkError(err) DEBUG, err = configUtil.ReadBoolJsonValue(config, "DEBUG") checkError(err) // 激活服务器 err = manageUtil.ActivateServer(ServerActivateUrl, ServerGroupId) if err != nil { checkError(fmt.Errorf("激活服务器失败,错误信息为:", err)) } DBConnectionString = manageUtil.GetDBConnectionString() }
func init() { var err error // 读取配置文件内容 config, err := configUtil.ReadJsonConfig(CONFIG_FILE_NAME) checkError(err) // 解析AppId mAppId, err = configUtil.ReadStringJsonValue(config, "AppId") checkError(err) }