GetAccountData: Difference between revisions
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__NOTOC__ | {{Server function}} | ||
{{ | __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.}} | ||
This function retrieves a string that has been stored using [[setAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. | This function retrieves a string that has been stored using [[setAccountData]]. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account. | ||
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string getAccountData ( account theAccount, string key ) | string getAccountData ( account theAccount, string key ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[account]]:getData||setAccountData}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theAccount:''' The account you wish to retrieve the data from. | *'''theAccount:''' The account you wish to retrieve the data from. | ||
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Returns a [[string]] containing the stored data or ''false'' if no data was stored under that key. | Returns a [[string]] containing the stored data or ''false'' if no data was stored under that key. | ||
==Example== | ==Example== | ||
For a pirate roleplaying gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just "money", as the player may be participating in other gametypes that also save his money amount to his account. If both gametypes would use "money" as the account key, they'd overwrite each other's data. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function onPlayerQuit() | |||
local playerAccount = getPlayerAccount(source) -- get his account | |||
if (playerAccount) then -- if we got the account then | |||
local playerMoney = getPlayerMoney(source) -- get his money amount | |||
setAccountData(playerAccount, "piraterpg.money", playerMoney) -- store his current money amount in his account data | |||
end | |||
end | |||
addEventHandler("onPlayerQuit", root, onPlayerQuit) -- add an event handler | |||
function onPlayerLogin(_,account) | |||
local playerMoney = getAccountData(account, "piraterpg.money") -- get the money amount was store in his account data | |||
-- make sure there was actually a value saved under this key (check if playerMoney is not false). | |||
-- this will for example not be the case when a player plays the gametype for the first time | |||
if (playerMoney) then | |||
setPlayerMoney(source, playerMoney) | |||
end | |||
end | |||
addEventHandler("onPlayerLogin", root, onPlayerLogin) -- add an event handler | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Account_functions}} | {{Account_functions}} | ||
[[ | |||
[[ru:getAccountData]] | |||
[[ar:getAccountData]] | |||
[[pl:getAccountData]] | |||
[[zh-cn:getAccountData]] |
Latest revision as of 15:12, 8 June 2022
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 retrieves a string that has been stored using setAccountData. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.
Syntax
string getAccountData ( account theAccount, string key )
OOP Syntax Help! I don't understand this!
- Method: account:getData(...)
- Counterpart: setAccountData
Required Arguments
- theAccount: The account you wish to retrieve the data from.
- key: The key under which the data is stored
Returns
Returns a string containing the stored data or false if no data was stored under that key.
Example
For a pirate roleplaying gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just "money", as the player may be participating in other gametypes that also save his money amount to his account. If both gametypes would use "money" as the account key, they'd overwrite each other's data.
function onPlayerQuit() local playerAccount = getPlayerAccount(source) -- get his account if (playerAccount) then -- if we got the account then local playerMoney = getPlayerMoney(source) -- get his money amount setAccountData(playerAccount, "piraterpg.money", playerMoney) -- store his current money amount in his account data end end addEventHandler("onPlayerQuit", root, onPlayerQuit) -- add an event handler function onPlayerLogin(_,account) local playerMoney = getAccountData(account, "piraterpg.money") -- get the money amount was store in his account data -- make sure there was actually a value saved under this key (check if playerMoney is not false). -- this will for example not be the case when a player plays the gametype for the first time if (playerMoney) then setPlayerMoney(source, playerMoney) end end addEventHandler("onPlayerLogin", root, onPlayerLogin) -- add an event handler
See Also
- addAccount
- copyAccountData
- getAccount
- getAccountData
- getAccountName
- getAccountPlayer
- getAccountSerial
- getAccounts
- getAccountsBySerial
- getAllAccountData
- getPlayerAccount
- isGuestAccount
- logIn
- logOut
- removeAccount
- setAccountData
- setAccountPassword
- getAccountByID
- getAccountID
- getAccountIP
- getAccountsByData
- getAccountsByIP
- setAccountName