AR/setAccountData: Difference between revisions

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===Required Arguments===  
===العناصر المطلوبة===  
*'''theAccount:''' The account you wish to retrieve the data from.
*'''theAccount:''' إن الحساب الذي تريد استرداد البيانات من.
*'''key:''' The key under which you wish to store the data
*'''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.
*'''value:''' The value you wish to store. '''NOTE:''' you cannot store tables as values, but you can use [[toJSON]] strings.


===Returns===
===Returns===
Returns a ''true'' if the account data was set, ''false'' if an invalid argument was specified.
ترجع صحيح إذا تم تعيين بيانات حسابك، كاذبة إذا تم تحديد وسيطة غير صالحة.


==Example==  
==Example==  

Revision as of 12:05, 9 October 2013

This template is no longer in use as it results in poor readability. 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.

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 ( )
      -- when a player leaves, store his current money amount in his account data
      local playeraccount = getPlayerAccount ( source )
      if ( playeraccount ) and not isGuestAccount ( playeraccount ) then -- if the player is logged in
            local playermoney = getPlayerMoney ( source ) -- get the player money
            setAccountData ( playeraccount, "piraterpg.money", playermoney ) -- save it in his account
      end
end
 
function onPlayerLogin (_, playeraccount )
      -- when a player logins, retrieve his money amount from his account data and set it
      if ( playeraccount ) then
            local playermoney = getAccountData ( playeraccount, "piraterpg.money" )
            -- 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
end
 
addEventHandler ( "onPlayerQuit", getRootElement ( ), onPlayerQuit )
addEventHandler ( "onPlayerLogin", getRootElement ( ), onPlayerLogin)

See Also