Development/Architecture/KDE4/KGGZ (fi)

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GGZ Gaming Zone tarjoaa täysin ilmaisen infrastruktuurin online-peleille. Se on aina tarjonnut jonkin asteisen KDE-integraation, kuitenkin versiosta KDE 4.0 alkaen täm6auml integraatio on käytettävissä suoraan KDE Games-kirjastosta (libkdegames).

Toistaiseksi vilkaise API-dokumentteja: kggzmod, kggznet ja kggzgames.

Joukko opastusohjeita on lähetetty osoitteeseen kde-games-devel -luettelo.


In the time up to the KDE 4.0 release, most of the groundwork was laid which makes GGZ development based on KDE libraries possible. Three libraries (kggzmod, kggzgames, kggznet) have been written and some CMake macros were also created. See API docs.

KDE 4.0 will ship with KReversi and KBattleship which both provide a GGZ networking mode which gets activated when launching the games from a GGZ core client. KReversi running on GGZ leads to GGZ's own KReversi being renamed to KGGZReversi, something that was planned for a long time. Both will use the GGZ Reversi server. For KBattleship, a dedicated server named Submarine was written in Python and is available in GGZ SVN.

KDE 4.1 shall add KSquares, which is compatible with GGZ's Connect the Dots server (patch already exists). KWin4 support is also planned. It would therefore supersede the KDE3-based KConnectX client released with GGZ 0.0.14. Also, additional games might be ported. In KDE 4.1, better core client integration is also planned. This might include embedded core clients (i.e. games can connect to GGZ servers on their own), a port of KGGZ to KDE 4, and GGZ integration with Jabber including some Kopete widgets related to online gaming.


While KDE 3-based development of GGZ games requires the ggzmod library, KDE 4 has kggzmod and thus the libraries and all games using it will compile without any further dependencies. In order to be able to play the games from an online gaming client (the so-called GGZ core clients such as KGGZ), the game client still needs to be registered with the GGZ game modules registry. The tool ggz-config, which is part of the ggz-client-libs package, is needed for this task. Most distributions ship it as part of a ggzcore-bin package or similar. The file module.dsc contains meta information about the game, such as its author, UI library/environment it runs in and where its executable is located. The two important values are which protocol it uses and which version of the protocol.

ProtocolEngine=TicTacToe ProtocolVersion=2

If and only if those two match the values of the game server, this game client will be offered to players! More information about this file can be found in the ggz-config readme file and in the GGZ game development guide (which contains a lot more information and should really be printed out). Please consider re-using existing protocols for equal or similar games. The three places to look at are: KDE Games, GNOME Games, and the games shipped by the GGZ project in their various packages. On there is a list of all known GGZ games.


See the tutorials linked above. There is not that much new information right now. Join #kdegames on and ask if you want to help. If you're seriously interested in helping out, please bring up the ideas on the kde-games-devel mailing list.

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