ServerData

Class

ServerData

Summary

This game use ServerData to store data,it can be saved as persistent data on server. including user defined item, exp, level, etc...

ServerData is shared across every instance of same map, thus, you can load and save the same ServerData in any instance of same map.

Data Structure

data is stored in dictionary, to be specific: Lua table. value stored in the dictionary can be indexed by data name which is a unique key string, this key should contain player's uuid, for example:

p#10001

40

p#11002

10

p#20301

34

p#1324

67

Properties

Functions

  • GetAsync(key) [yields] get a value by its name.

  • IncreaseAsync(key, delta) [yields] increase a value. the value should be a number.

  • RemoveAsync(key) [yields] remove a data by name. this function will return the deleted value.

  • SetAsync(key, value) [yields] set value by name, this will overwrite exist value or create new a one.

  • TrySetAsync(key, value) [yields] try set a value by name, if the value was altered by other players , it will fail. when it failed, current value on server will returned.

  • UpdateAsync(key, updateFunction) [yields] find and update a value by name.

Events

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