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 Post subject: build kinghill server
PostPosted: Tue Apr 22, 2014 10:53 pm 
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Joined: Fri Nov 22, 2013 2:56 am
Posts: 16
I'm writing a game. At the moment i have slightly modified kinghill demo app :D
I need to run the server from my linux vps.
I have to leave global php untouched.
Any tips?


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PostPosted: Wed Apr 23, 2014 7:37 am 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
Hi,

I'm not sure to understand the issue: you can't compile your own binaries on this server ? I mean, if you can compile kinghill2_server.c, you can compile the embedded PHP release, no ? There will be no interference between Raydium's PHP build and the "official" PHP package(s) your distribution already provides, they're two entirely different things (and in different path)


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PostPosted: Wed Apr 23, 2014 11:35 am 
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Joined: Fri Nov 22, 2013 2:56 am
Posts: 16
Thanks Xfennec for clarifying. I didn't even try to figure it out on my own :P
But today i browsed sources and i'm still affraid to build raydium, because i want to do it on a production server
(cant afford another yet).

So, i just do a regular train:
./configure
make
make install

right :?:

And global/env php will stay untouched ? Can you confirm :?:

Please, bear with me, I just can't afford messing up my VPS server :cry:


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PostPosted: Thu Apr 24, 2014 1:58 am 
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Joined: Fri Nov 22, 2013 2:56 am
Posts: 16
Thanks Xfennec once again,

i did managed to build raydium on VPS server with 750MB ram max.
Raydium building scripts work well.
I managed to use and test kinghill server.
I still need to figure out building scripts, how they differ ( static, dynamic).
But it was just me being too lazy 8)


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PostPosted: Fri Apr 25, 2014 7:22 am 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
I can confirm that, by default, a "make install" will not mess up your system. You can have a look at modified paths looking at the "configure.conf" file, you'll see that everything is done under /usr/local/ subdirs, making all this ... safe ;)

About build scripts, here you are small tips :

comp.sh: static Raydium / dynamic external libs without ODE (not so useful, except for small things like most game servers, that don't requires ODE, so the binary is a bit smaller). Static Raydium compilation allows you to have multiple version of Raydium at the same time, making some tests easier, it also safer in some cases, since breaking Raydium will not break already compiled binaries. But it's slow like hell, and is not very suitable when using Raydium "as is".

ocomp.sh: same, with ODE.

odyncomp.sh: dynamic Raydium (libraydium.so) / dynamic external libs (jpeg, ogg, xml, …), with ODE. You should see this one as the default for most Raydium applications.

ostatcomp.sh: static Raydium / static external libs. This one may be very useful, for instance when releasing an application. It will create a huge binary (I mean, really huge !) with almost every single library statically linked. This binary will probably run on every Linux distribution and version (binary loader and OpenGL apart). It's very hard to use this script, because of the need of a lot of static ".a" libraries, that may require to install many packages from your distrib ... and even hand compile a few one. Not the usual way to compile with Raydium, you see ;)

Long story short: use "odyncomp.sh" for most cases, but try "comp.sh" for you game servers.


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