为了完成您所描述的数据库升级和相关的代码修改,以下是详细的步骤和完整的代码示例。这些步骤涵盖了数据库迁移、实体...
为了完成您所描述的数据库升级和相关的代码修改,以下是详细的步骤和完整的代码示例。这些步骤涵盖了数据库迁移、实体类更新、RPC 消息定义更新以及服务器端逻辑的调整,以支持新增的职业、性别、坐标、等级、经验和转生等信息。
## 步骤一:数据库迁移
首先,需要在现有的 `actor` 表中添加新的字段。假设您使用的是 MySQL 数据库,以下是相应的 SQL 语句:
ALTER TABLE actor
ADD COLUMN profession INT NOT NULL DEFAULT 1 COMMENT '职业 (1, 2, 3)',
ADD COLUMN gender INT NOT NULL DEFAULT 1 COMMENT '性别 (1, 2)',
ADD COLUMN pos_x DOUBLE NOT NULL DEFAULT 0.0 COMMENT '当前坐标 X',
ADD COLUMN pos_y DOUBLE NOT NULL DEFAULT 0.0 COMMENT '当前坐标 Y',
ADD COLUMN level INT NOT NULL DEFAULT 1 COMMENT '等级',
ADD COLUMN experience INT NOT NULL DEFAULT 0 COMMENT '经验',
ADD COLUMN rebirth INT NOT NULL DEFAULT 0 COMMENT '转生';
**执行步骤:**
1. **备份数据库**:在进行任何数据库迁移之前,务必备份当前数据库,以防出现意外情况。
2. **执行迁移脚本**:使用数据库管理工具(如 phpMyAdmin、MySQL Workbench)或命令行工具执行上述 SQL 语句。
3. **验证迁移结果**:确保新字段已成功添加,并且默认值设置正确。
## 步骤二:更新 `Actor` 类
在服务器端代码中,需要更新 `Actor` 类以包含新的字段。
export class Actor {
constructor(
public id: number,
public account: string,
public nickname: string,
public curSceneId: number,
public profession: number, // 新增职业
public gender: number, // 新增性别
public posX: number, // 新增坐标 X
public posY: number, // 新增坐标 Y
public level: number, // 新增等级
public experience: number, // 新增经验
public rebirth: number, // 新增转生
public curReplicationId?: number
) {}
}
**注意事项:**
– 确保所有创建 `Actor` 实例的地方都传递了新的字段。
– 根据需要,可以为新字段设置默认值或从数据库中读取相应的数据。
## 步骤三:更新数据库操作
在 `GameManager` 类中,需要更新与 `actor` 表交互的数据库查询,以包含新的字段。
/***
* 进入游戏,创建Player
*/
enterGame(account: string) {
return new Promise<void>((resolve, reject) => {
const query = `
SELECT id, scene_id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(query, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const actors = result.map((e: any) => new Actor(
e.id,
account,
e.nickname,
e.scene_id,
e.profession,
e.gender,
e.pos_x,
e.pos_y,
e.level,
e.experience,
e.rebirth,
e.scene_id // 假设 curReplicationId 初始为当前场景 ID
));
PlayerManager.Instance.createPlayer(account, actors);
resolve();
});
});
}
async createActor(account: string, data: any) {
return new Promise<void>((resolve, reject) => {
if (!data.nickname) {
reject("no nickname");
return;
}
const insertQuery = `
INSERT INTO actor
(account, scene_id, created_time, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
`;
const insertValues = [
account,
ServerIdEnum.Scene1,
dayjs().format("YYYY-MM-DD HH:mm:ss"),
data.nickname,
data.profession || 1, // 默认职业为1
data.gender || 1, // 默认性别为1
data.posX || 0.0, // 默认坐标 X
data.posY || 0.0, // 默认坐标 Y
data.level || 1, // 默认等级为1
data.experience || 0, // 默认经验为0
data.rebirth || 0 // 默认转生为0
];
this.connection.query(insertQuery, insertValues, (err, result) => {
if (err) {
reject(err.message);
return;
}
const selectQuery = `
SELECT id, scene_id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(selectQuery, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const player = PlayerManager.Instance.getPlayer(account);
const actors = result.map((e: any) => new Actor(
e.id,
account,
e.nickname,
e.scene_id,
e.profession,
e.gender,
e.pos_x,
e.pos_y,
e.level,
e.experience,
e.rebirth,
e.scene_id
));
player.actors = actors;
resolve();
});
});
});
}
async listActor(account: string) {
return new Promise<any>((resolve, reject) => {
const query = `
SELECT id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(query, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const actors = result?.map((e: any) => ({
id: e.id,
nickname: e.nickname,
profession: e.profession,
gender: e.gender,
posX: e.pos_x,
posY: e.pos_y,
level: e.level,
experience: e.experience,
rebirth: e.rebirth
})) || [];
resolve({
actors,
});
});
});
}
如果进入场景时需要初始化角色的坐标等信息,可以相应地更新 `enterScene` 方法。
async enterScene(account: string, data?: any) {
const player = PlayerManager.Instance.getPlayer(account);
if (data?.actorId !== undefined) {
player.curActorId = data.actorId;
}
const actor = player.getActor();
await this.getClient(actor.curSceneId).call("enterActor", [actor.id]);
// 更新角色在数据库中的坐标(如果需要)
const updateQuery = `
UPDATE actor
SET pos_x = ?, pos_y = ?
WHERE id = ?
`;
const updateValues = [actor.posX, actor.posY, actor.id];
this.connection.query(updateQuery, updateValues, (err) => {
if (err) {
this.logger.error(`Failed to update actor position: ${err.message}`);
}
});
return {
sceneId: actor.curSceneId,
};
}
## 步骤四:更新 Protobuf 定义
需要在 Protobuf 消息中包含新的字段,以确保数据能够正确地在客户端和服务器之间传输。
在您的 `.proto` 文件中,更新 `IActor` 消息以包含新字段:
message IActor {
int32 id = 1;
string nickname = 2;
double posX = 3;
double posY = 4;
int32 profession = 5; // 新增职业
int32 gender = 6; // 新增性别
string account = 7;
int32 sceneId = 8;
int32 level = 9; // 新增等级
int32 experience = 10; // 新增经验
int32 rebirth = 11; // 新增转生
}
确保所有返回包含 `IActor` 的消息都能传输新的字段。例如,在 `ListActorResData` 中:
message ListActorResData{
repeated IActor actors = 1;
}
**注意事项:**
– 修改 `.proto` 文件后,需要重新生成相应的代码(如使用 `protobufjs` 或其他工具)。
– 确保客户端也更新了对应的 Protobuf 定义,以正确解析新的字段。
## 步骤五:更新 Scene 类
在 `Scene` 类中,需要确保新的字段在场景中正确处理和同步。
enterActor(actorId: number) {
return new Promise<void>((resolve, reject) => {
const query = `
SELECT id, scene_id, account, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE id = ?
`;
this.connection.query(query, [actorId], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const target = result?.[0];
if (!target) {
reject("no actor");
return;
}
const actor = {
id: target.id,
account: target.account,
nickname: target.nickname,
posX: target.pos_x,
posY: target.pos_y,
profession: target.profession,
gender: target.gender,
level: target.level,
experience: target.experience,
rebirth: target.rebirth,
sceneId: target.scene_id,
};
this.state.actors.push(actor);
resolve();
});
});
}
根据新的字段需求,可能需要调整输入处理逻辑。例如,处理等级和经验的变化:
inputFromClient(actorId: number, data: any) {
this.pendingInput.push(data);
const actor = this.state.actors.find((e) => e.id === actorId);
if (!actor) {
return;
}
const { directionX, directionY, dt, experienceGained } = data;
// 更新位置
actor.posX += directionX * ACTOR_SPEED * dt;
actor.posY += directionY * ACTOR_SPEED * dt;
// 更新经验
if (experienceGained) {
actor.experience += experienceGained;
// 处理升级逻辑
while (actor.experience >= getExperienceForNextLevel(actor.level)) {
actor.experience -= getExperienceForNextLevel(actor.level);
actor.level += 1;
// 可能需要通知客户端升级
}
}
console.log('服务端inputFromClient', actorId, data, actor, this.state);
}
// 示例函数:获取下一级所需经验
function getExperienceForNextLevel(currentLevel: number): number {
return currentLevel * 1000; // 示例逻辑
}
## 步骤六:更新 RPC 服务器和客户端通信
确保所有与 `Actor` 相关的 RPC 方法能够正确传输新的字段。
确保 `StateFromServer` 包含了完整的 `IActor` 信息。
// 已在 Protobuf 中定义,确保发送时包含所有字段
this.game.send("stateFromServer", [
accounts,
{
state,
input,
},
]);
确保数据库连接支持新字段的数据类型(如 `DOUBLE`、`INT` 等)。
import mysql from 'mysql2';
export function createDBConnection() {
const connection = mysql.createConnection({
host: 'localhost',
user: 'your_username',
password: 'your_password',
database: 'your_database',
// 其他配置
});
connection.connect((err) => {
if (err) {
console.error('数据库连接失败:', err);
process.exit(1);
}
console.log('数据库连接成功');
});
return connection;
}
## 步骤七:测试和验证
1. **单元测试**:编写或更新现有的单元测试,确保新字段的逻辑正确。
2. **集成测试**:确保数据库、服务器和客户端之间的交互能够正确传输和处理新字段。
3. **手动测试**:通过游戏客户端创建新角色,验证新字段是否正确保存、显示和同步。
4. **日志检查**:查看服务器日志,确保没有错误,并且新字段的操作记录正确。
## 完整代码示例
以下是更新后的关键代码片段,综合了上述步骤。
export class Actor {
constructor(
public id: number,
public account: string,
public nickname: string,
public curSceneId: number,
public profession: number,
public gender: number,
public posX: number,
public posY: number,
public level: number,
public experience: number,
public rebirth: number,
public curReplicationId?: number
) {}
}
import { RpcServer, ServerIdEnum, RpcFunc, Logger, ServerPort, RpcClient, Inject, createDBConnection } from "../common";
import { PlayerManager } from "./PlayerManager";
import { Connection } from "mysql2";
import { Actor } from "./Actor";
import dayjs from "dayjs";
import { Singleton } from "../common/common/base";
/***
* Game服务器
*/
export class GameManager extends Singleton {
static get Instance() {
return super.GetInstance<GameManager>();
}
server: RpcServer;
//日志
@Inject
logger: Logger;
// 数据库连接
connection: Connection = createDBConnection();
async init() {
this.server = await RpcServer.Create({
port: ServerPort.Game,
logger: this.logger,
implement: this,
});
this.server.on("register", this.handleRegister.bind(this));
this.logger.info("Game服务器启动!");
await new Promise((resolve) => setTimeout(resolve, 1000));
}
handleRegister(client: RpcClient) {
this.logger.info("register", client.id);
// gateway网关服务断开时,清空所有玩家(如果把网关服务做成集群,只需要清空部分玩家)
switch (client.id) {
case ServerIdEnum.Gateway:
client.on("close", () => {
this.clear();
});
break;
case ServerIdEnum.Scene1:
case ServerIdEnum.Scene2:
client.on("close", () => {
const accounts = PlayerManager.Instance.getPlayers()
.filter((e) => e.getActor().curSceneId === client.id)
.map((e) => e.account);
this.getClient(ServerIdEnum.Gateway).send("disconnect", [accounts]);
});
default:
break;
}
}
clear() {
const accounts = PlayerManager.Instance.getPlayers().map((e) => e.account);
for (const account of accounts) {
this.leaveGame(account);
}
}
getClient(type: number) {
const client = this.server.clients.get(type);
if (client) {
return client;
} else {
throw new Error("getClient error no client");
}
}
/***
* 进入游戏,创建Player
*/
enterGame(account: string) {
return new Promise<void>((resolve, reject) => {
const query = `
SELECT id, scene_id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(query, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const actors = result.map((e: any) => new Actor(
e.id,
account,
e.nickname,
e.scene_id,
e.profession,
e.gender,
e.pos_x,
e.pos_y,
e.level,
e.experience,
e.rebirth,
e.scene_id
));
PlayerManager.Instance.createPlayer(account, actors);
resolve();
});
});
}
/***
* 离开游戏,移除Player和场景的Actor
*/
async leaveGame(account: string) {
// 删除场景里的Actor
await this.leaveScene(account).catch((e) => {
this.logger.error(e);
});
// 删除副本里的Actor
await this.leaveReplication(account).catch((e) => {
this.logger.error(e);
});
// 删除Player实例
PlayerManager.Instance.removePlayer(account);
}
async createActor(account: string, data: any) {
return new Promise<void>((resolve, reject) => {
if (!data.nickname) {
reject("no nickname");
return;
}
const insertQuery = `
INSERT INTO actor
(account, scene_id, created_time, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
`;
const insertValues = [
account,
ServerIdEnum.Scene1,
dayjs().format("YYYY-MM-DD HH:mm:ss"),
data.nickname,
data.profession || 1,
data.gender || 1,
data.posX || 0.0,
data.posY || 0.0,
data.level || 1,
data.experience || 0,
data.rebirth || 0
];
this.connection.query(insertQuery, insertValues, (err, result) => {
if (err) {
reject(err.message);
return;
}
const selectQuery = `
SELECT id, scene_id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(selectQuery, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const player = PlayerManager.Instance.getPlayer(account);
const actors = result.map((e: any) => new Actor(
e.id,
account,
e.nickname,
e.scene_id,
e.profession,
e.gender,
e.pos_x,
e.pos_y,
e.level,
e.experience,
e.rebirth,
e.scene_id
));
player.actors = actors;
resolve();
});
});
});
}
async listActor(account: string) {
return new Promise<any>((resolve, reject) => {
const query = `
SELECT id, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE account = ?
`;
this.connection.query(query, [account], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const actors = result?.map((e: any) => ({
id: e.id,
nickname: e.nickname,
profession: e.profession,
gender: e.gender,
posX: e.pos_x,
posY: e.pos_y,
level: e.level,
experience: e.experience,
rebirth: e.rebirth
})) || [];
resolve({
actors,
});
});
});
}
/***
* 通知场景服务器玩家进入了
* 首次进入场景时,客户端传递选择的角色id
*/
async enterScene(account: string, data?: any) {
const player = PlayerManager.Instance.getPlayer(account);
if (data?.actorId !== undefined) {
player.curActorId = data.actorId;
}
const actor = player.getActor();
await this.getClient(actor.curSceneId).call("enterActor", [actor.id]);
// 更新角色在数据库中的坐标
const updateQuery = `
UPDATE actor
SET pos_x = ?, pos_y = ?
WHERE id = ?
`;
const updateValues = [actor.posX, actor.posY, actor.id];
this.connection.query(updateQuery, updateValues, (err) => {
if (err) {
this.logger.error(`Failed to update actor position: ${err.message}`);
}
});
return {
sceneId: actor.curSceneId,
};
}
/***
* // 通知场景服务器,玩家离开了
*/
async leaveScene(account: string) {
const player = PlayerManager.Instance.getPlayer(account);
const actor = player.getActor();
return await this.getClient(actor.curSceneId).call("leaveActor", [actor.id]);
}
async changeScene(account: string, data: any) {
return new Promise<void>(async (resolve, reject) => {
const player = PlayerManager.Instance.getPlayer(account);
const actor = player.getActor();
const sceneId = data.sceneId;
await this.leaveScene(account);
// 修改db数据
const updateQuery = `
UPDATE actor
SET scene_id = ?
WHERE account = ? AND id = ?
`;
const updateValues = [sceneId, account, actor.id];
this.connection.query(updateQuery, updateValues, async (err, result) => {
if (err) {
reject(err.message);
return;
}
// 修改内存数据
actor.curSceneId = sceneId;
await this.enterScene(account);
resolve();
});
});
}
async createReplication(account: string, data: any) {
const player = PlayerManager.Instance.getPlayer(account);
const actor = player.getActor();
const replicationType = data.replicationType;
// 创建副本
const { data: replicationId } = await this.getClient(ServerIdEnum.ReplicationManager).call("createReplication", [
replicationType,
]);
// 离开场景
await this.leaveScene(account);
// 修改内存信息
actor.curReplicationId = replicationId;
// 进入副本
await this.getClient(replicationId).call("enterActor", [actor.id]);
}
async leaveReplication(account: string) {
const player = PlayerManager.Instance.getPlayer(account);
const actor = player.getActor();
if (actor.curReplicationId !== undefined) {
try {
// 通知副本服务离开了
await this.getClient(actor.curReplicationId).call("leaveActor", [actor.id]);
} catch (e) {
this.logger.error(e);
}
// 修改内存信息
actor.curReplicationId = undefined;
}
// 告诉客户端回到哪个场景
return {
sceneId: actor.curSceneId,
};
}
async inputFromClient(account: string, data: any) {
const player = PlayerManager.Instance.getPlayer(account);
const actor = player.getActor();
const id = actor.curReplicationId ?? actor.curSceneId;
this.getClient(id).send("inputFromClient", [actor.id, data]);
}
stateFromServer(players: string[], data: any) {
this.logger.info2('Sending stateFromServer this.getClient(ServerIdEnum.Gateway).send', data);
this.getClient(ServerIdEnum.Gateway).send("sendMessage", [players, RpcFunc.stateFromServer, data]);
}
}
import {
ACTOR_SPEED,
createDBConnection,
deepClone,
Inject,
IState,
Logger,
RpcClient,
ServerIdEnum,
ServerPort,
SyncInterval,
} from "../../common";
import { Connection } from "mysql2";
export const CHILD_PROCESS_READY = "CHILD_PROCESS_READY";
export abstract class Scene {
abstract id: ServerIdEnum;
game: RpcClient;
@Inject
logger: Logger;
connection: Connection = createDBConnection();
state: IState = {
actors: [],
};
prevState: IState = deepClone(this.state);
pendingInput: any[] = [];
/***
* 作为一个客户端连接Game服务器
*/
async init() {
const sceneName = `Scene${this.id}`;
this.game = await RpcClient.Create({
netOptions: {
port: ServerPort.Game,
host: "localhost",
},
implement: this,
logger: this.logger,
id: this.id,
});
this.game.on("close", () => {
this.clear();
});
setInterval(() => {
this.stateFromServer();
}, SyncInterval);
// @ts-ignore
// ipc通信,通知父进程初始化完成
process.send(CHILD_PROCESS_READY);
this.logger.info(`${sceneName}服务启动!`);
}
clear() {
this.state = {
actors: [],
};
this.prevState = deepClone(this.state);
this.pendingInput = [];
}
enterActor(actorId: number) {
return new Promise<void>((resolve, reject) => {
const query = `
SELECT id, scene_id, account, nickname, profession, gender, pos_x, pos_y, level, experience, rebirth
FROM actor
WHERE id = ?
`;
this.connection.query(query, [actorId], (err, result: any) => {
if (err) {
reject(err.message);
return;
}
const target = result?.[0];
if (!target) {
reject("no actor");
return;
}
const actor = {
id: target.id,
account: target.account,
nickname: target.nickname,
posX: target.pos_x,
posY: target.pos_y,
profession: target.profession,
gender: target.gender,
level: target.level,
experience: target.experience,
rebirth: target.rebirth,
sceneId: target.scene_id,
};
this.state.actors.push(actor);
resolve();
});
});
}
leaveActor(actorId: number) {
const index = this.state.actors.findIndex((e) => e.id === actorId);
if (index > -1) {
this.state.actors.splice(index, 1);
}
}
inputFromClient(actorId: number, data: any) {
this.pendingInput.push(data);
const actor = this.state.actors.find((e) => e.id === actorId);
if (!actor) {
return;
}
const { directionX, directionY, dt, experienceGained } = data;
// 更新位置
actor.posX += directionX * ACTOR_SPEED * dt;
actor.posY += directionY * ACTOR_SPEED * dt;
// 更新经验
if (experienceGained) {
actor.experience += experienceGained;
// 处理升级逻辑
while (actor.experience >= getExperienceForNextLevel(actor.level)) {
actor.experience -= getExperienceForNextLevel(actor.level);
actor.level += 1;
// 可能需要通知客户端升级
}
}
console.log('服务端inputFromClient', actorId, data, actor, this.state);
}
stateFromServer() {
// 旧状态
const state = this.prevState;
// 旧状态和新创建之间的input
const input = this.pendingInput;
// 让旧状态追上新状态
this.prevState = deepClone(this.state);
this.pendingInput = [];
const accounts = this.state.actors.map((e) => e.account);
// 没有角色在场景里的话就不用发消息了
if (!accounts.length) {
return;
}
this.logger.info2('Sending stateFromServer to client:', {
accounts,
state,
input,
});
this.game.send("stateFromServer", [
accounts,
{
state,
input,
},
]);
}
}
// 示例函数:获取下一级所需经验
function getExperienceForNextLevel(currentLevel: number): number {
return currentLevel * 1000; // 示例逻辑
}
syntax = "proto3";
package game;
// 进入游戏
message EnterGameReq {
string token = 1;
}
message EnterGameRes {
EnterGameResData data = 1;
optional string error = 2;
}
message EnterGameResData {
string account = 1;
}
// 获取当前玩家的角色列表
message ListActorReq {
}
message ListActorRes {
ListActorResData data = 1;
optional string error = 2;
}
message ListActorResData{
repeated IActor actors = 1;
}
// 创建角色
message CreateActorReq{
string nickname = 1;
int32 profession = 2; // 新增职业
int32 gender = 3; // 新增性别
}
message CreateActorRes{
CreateActorResData data = 1;
optional string error = 2;
}
message CreateActorResData{
}
// 进入场景
message EnterSceneReq {
int32 actorId = 1;
}
message EnterSceneRes {
EnterSceneResData data = 1;
optional string error = 2;
}
message EnterSceneResData {
int32 sceneId = 1;
}
// 切换场景
message ChangeSceneReq {
int32 sceneId = 1;
}
message ChangeSceneRes {
ChangeSceneResData data = 1;
optional string error = 2;
}
message ChangeSceneResData {
}
// 创建副本
message CreateReplicationReq {
int32 replicationType = 1;
}
message CreateReplicationRes {
CreateReplicationResData data = 1;
optional string error = 2;
}
message CreateReplicationResData{
}
// 离开副本
message LeaveReplicationReq {
}
message LeaveReplicationRes {
LeaveReplicationReqData data = 1;
optional string error = 2;
}
message LeaveReplicationReqData {
int32 sceneId = 1;
}
message IActor{
int32 id = 1;
string nickname = 2;
double posX = 3;
double posY = 4;
int32 profession = 5; // 新增职业
int32 gender = 6; // 新增性别
int32 level = 7; // 新增等级
int32 experience = 8; // 新增经验
int32 rebirth = 9; // 新增转生
string account = 10;
int32 sceneId = 11;
}
// 客户端操作同步
message InputFromClient {
int32 id = 1;
double directionX = 2;
double directionY = 3;
float dt = 4;
int32 experienceGained = 5; // 新增经验获取
}
message State {
repeated IActor actors = 1;
}
// 服务端状态同步
message StateFromServer {
State state = 1;
repeated InputFromClient input = 2;
}
**注意事项:**
– 修改 `.proto` 文件后,需要重新生成相应的代码。例如,使用 `protobufjs` 的话,可以运行相应的生成命令。
– 确保客户端也更新了对应的 Protobuf 定义,以正确解析新的字段。
## 结论
通过上述步骤,您可以成功地对数据库进行升级,增加职业、性别、坐标、等级、经验和转生等信息,并确保这些信息能够在服务器和客户端之间正确地传输和同步。务必在部署到生产环境之前,在测试环境中进行充分的测试,以确保所有功能正常运行。
Tags: 数据库