AR/setAccountData: Difference between revisions

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{{Server function}}
{{Server function}}
__NOTOC__
__NOTOC__ {{Important Note|You '''MUST''' use the standard ''module.key'' naming for your keys, as shown in the example below. This prevents collisions between different scripts.}}
{{Important Note|You '''MUST''' use the standard ''module.key'' naming for your keys, as shown in the example below. This prevents collisions between different scripts.}}
This function sets a string to be stored in an account. This can then be retrieved using [[getAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. Even if logged into a guest account, account data can be useful as a way to store a reference to your own account system, though it's persistence is equivalent to that of using [[setElementData]] on the player's element.
This function sets a string to be stored in an account. This can then be retrieved using [[getAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. Even if logged into a guest account, account data can be useful as a way to store a reference to your own account system, though it's persistence is equivalent to that of using [[setElementData]] on the player's element.


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[[en:setAccountData]]
[[en:setAccountData]]
[[ru:setAccountData]]
[[ar:setAccountData]]
[[es:setAccountData]]
[[es:setAccountData]]

Latest revision as of 15:46, 12 April 2021

[[{{{image}}}|link=|]] Important Note: You MUST use the standard module.key naming for your keys, as shown in the example below. This prevents collisions between different scripts.

This function sets a string to be stored in an account. This can then be retrieved using getAccountData. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. Even if logged into a guest account, account data can be useful as a way to store a reference to your own account system, though it's persistence is equivalent to that of using setElementData on the player's element.

Syntax

bool setAccountData ( account theAccount, string key, string value )

العناصر المطلوبة

  • theAccount: إن الحساب الذي تريد استرداد البيانات من.
  • key: مفتاح تحت التي كنت ترغب في تخزين البيانات
  • value: The value you wish to store. NOTE: you cannot store tables as values, but you can use toJSON strings.

Returns

ترجع صحيح إذا تم تعيين بيانات حسابك، كاذبة إذا تم تحديد وسيطة غير صالحة.

مثال

لقرصان الأدوار gametype، ويرصد مبلغ من المال لاعب الثابتة عن طريق تخزينه في حسابه. ملاحظة يستخدم رمز "piraterpg.money" كمفتاح بدلا من مجرد "المال"، كما يجوز المشاركة للاعب في gametypes الأخرى التي توفر أيضا له مبلغ من المال لله الحساب. If both gametypes would use "money" as the account key, they'd overwrite each other's data.

function onPlayerQuit ( )
      -- عندما يترك لاعب، متجره المبلغ من المال الحالية في بيانات حسابه
      local playeraccount = getPlayerAccount ( source )
      if ( playeraccount ) and not isGuestAccount ( playeraccount ) then -- إذا تم تسجيل اللاعب
            local playermoney = getPlayerMoney ( source ) -- الحصول على المال الاعب
            setAccountData ( playeraccount, "piraterpg.money", playermoney ) -- حفظها في حسابه
      end
end
 
function onPlayerLogin (_, playeraccount )
      -- عندما تسجيلات لاعب، استرداد له مبلغ من المال من بيانات حسابه وضعه
      if ( playeraccount ) then
            local playermoney = getAccountData ( playeraccount, "piraterpg.money" )
            -- تأكد من أن هناك فعلا قيمة المحفوظة تحت هذا المفتاح (معرفة ما اذا كان مال الاعب ليست كاذبة).
            -- وهذا على سبيل المثال سوف لا يكون الأمر كذلك عندما لاعب يلعب قيم تايب لأول مرة
            if ( playermoney ) then
                  setPlayerMoney ( source, playermoney )
            end
      end
end
 
addEventHandler ( "onPlayerQuit", getRootElement ( ), onPlayerQuit )
addEventHandler ( "onPlayerLogin", getRootElement ( ), onPlayerLogin)

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