Only use Update if you actually are using the old value, otherwise I don’t see the point.
I’m using rbx-datastore2 with combined data stores, and I have a BeforeSave callback for the level and xp stores. My question is, will this work as expected with setting new values for other stores in the BeforeSave callback? Here’s how I have it setup.
Code
DataStore2.Combine('PlayerData', 'rank', 'level', 'xp', 'coins')
Players.PlayerAdded.Connect((player) => {
let rank = DataStore2<number>('rank', player)
let level = DataStore2<number>('level', player)
let xp = DataStore2<number>('xp', player)
let coins = DataStore2<number>('coins', player)
level.BeforeSave((currentLevel) => {
if (currentLevel > 1000) {
return 100
} else {
return currentLevel
}
})
xp.BeforeSave((currentXp) => {
let currentLevel = level.Get(1)
let maxXp = getMaxXpForLevel(currentLevel)
if (currentXp >= maxXp) {
let newXp = currentXp - maxXp
level.Increment(1, 1)
return newXp
} else {
return currentXp
}
})
})
That looks fine to me.
Are you going to switch from os.time() to incremental version numbers soon?
Incremental key saving has been pushed to the prod script. Tell me if you have any issues.
For anyone dealing with GDPR, I believe this script I whipped up will work. Put this in your command bar then use clear(userId, name)
(also in the command bar) to clear someone’s data.
If you use combined data stores, the name will be your master key. Otherwise, it’s your normal name.
local DataStoreService = game:GetService("DataStoreService")
function clear(userId, name)
local orderedDataStore = DataStoreService:GetOrderedDataStore(name .. "/" .. userId)
local dataStore = DataStoreService:GetDataStore(name .. "/" .. userId)
while true do
local pages = orderedDataStore:GetSortedAsync(false, 100)
local data = pages:GetCurrentPage()
for _, pair in pairs(data) do
print(("key: %d"):format(pair.key))
dataStore:RemoveAsync(pair.key)
orderedDataStore:RemoveAsync(pair.key)
end
if pages.IsFinished then
print(("finished (%d: %s)"):format(userId, name))
return
end
end
end
Adding different save slots might be a cool feature.
Uploaded v1.0.2:
This fixes an issue with :Save() overriding itself when called more than once on the same store. As always, it’s published on the model and tell me if this breaks anything.
Is there a way to edit a player’s data through studio?
Like in the event I forget to shutdown a game for maintenance, and they happen to join while I’m editing something that requires Data stores & they run into it before it was planned for release.
You can by making a mock player to pass into DataStore2 and using the command line (i.e. a table with a UserId, and shims for whatever else DataStore2 uses like PlayerRemoving).
If anyone has :SetBackup(3) examples to show, I’ll appreciate!
Is there a way to transfer data from roblox’s datastore to datastore2?
No, but you can have your code check if the player has no data in DataStore2 to make a check to the original data store. If there’s data in the original store, transfer it over to DataStore2.
Can you provide an example for this? I know that Crazyman’s datastore plugin can edit specific datastores but I don’t think it’s compatible with this.
It works with this, it’s just a bit tedious.
As for what I mentioned, I believe you can do something like:
DataStore2("storeName", { UserId = userId, PlayerRemoving = Instance.new("BindableEvent").Event })
, use that, then call :Save()
on it. DataStore2 doesn’t check if it’s a real player.
We have started using your datastore module for Balloon Simulator (🎈 UPDATE 🎈 Balloon Simulator - Roblox)
We have not any reports for data lost issues! The game detects if you are in the old datastore and then transfers your data to Datastore2.
Good job on making that module
Hey, I have been messing around with this for a bit now. I noticed when I setup a callback function for :OnUpdate()
under as CombinedDataStore
It calls the callback function twice. So I did some digging and I noticed that when I call :Set()
it triggers the callback function twice.
Should the _dontCallOnUpdate
be true for when :Set()
is called (snippet down below)? Since, self:_Update()
being called twice anyways.
function CombinedDataStore:Set(value)
local tableResult = self.combinedStore:GetTable({})
tableResult[self.combinedName] = value
self.combinedStore:Set(tableResult, true)
self:_Update()
end
Right now, nothing being pass for _dontCallOnUpdate
Other than that minor issue, great module so far!
Isn’t this abusable by exploiters to make infinite money?
No? The example is in a server script and the server will still have authority.