I meant, is it safe to load more than 1 profile for a single player. The reason for this is that my game uses multiple places, and each one has a small set of data that is only needed in that place.
I dont know if its worth setting up a different profile per place, or just adding a table to the main profile for each place. (given that Im not hitting the datastore limits anytime soon, my current data table includes everything and uses only 2013 characters)
question, I might be missing something but does this support deep copying? like if I remove a variable/key in the defaultstats/template it’ll also get removed in the data?
was trying to remove the ‘What’ variable on the default profile template but it seems to not work so i went ahead and used an module that i found that deep copies everything for me
Thousands (or millions, for some games) of player data would be too large of a thing to load all at once. The closest thing to what you’re asking for was only released recently, but it’s purpose is still not for things like finding data of all players:
If you can list out the profile keys, then you can load actual profiles themselves via :LoadProfileAsync() by passing in the profile keys.
Same issue, but I would like to erase all data. Creating a new datastore does not solve the issue, because the old one would still be present - and take up memory.
How do you recommend someone access the player profiles across multiple scripts? Using _G? My data manager is in a module so if I wanted to access the profiles I would have to require the module in that script, should I put the profiles table in _G/shared?
It is best practice to make specific functions to edit data than it is having a public-read variable. However, if you really need it, then you can just define Profiles as a variable within the module like this:
My DataManager manages all data and will probably be very long, my thought process was that if I require this long module in another script just to use a simple table of profiles that it contains seemed very unnecessary because I would be requiring the whole module when I just needed to access the Profiles table.
Hi, currently running into an issue with ProfileService!
This is my code. In this case, player is Player_-1 and tier is equal to 1.
print(Profiles)
local profile = Profiles[player]
profile.Data.SubTiers[tier] += 1
print(Profiles)
When I print Profiles the first time, this is the data section that is outputted.
When I print it the second time, the value has gone up as desired! The problem is, for some reason all other players in the game are also having the same value replicated, and I’m having a real headache working out why this is replicating, as I have made sure that this code is only being ran once and only for one profile.
A) You’ve set the same profile reference to multiple players
B) You’ve set the same member “SubTiers” table reference to multiple profiles - in this case you need to deepcopy before setting a template table to a new profile.
Hello, first I have to say I love this resource, it makes working with datastores so much simpler!
Question though, I was wondering how to properly erase the data of a specified profile. I’ve investigated ProfileStore:WipeProfileAsync(profileKey), but it only seems to work on already released profiles. Does clearing the Profile.Data table suffice (and then later calling Profile:Reconcile to fill it with the default values again), or should I be using a different method?
Yeah! :WipeProfileAsync() was made solely for GDPR compliance. To restart active profiles you can either grab them remotely with :LoadProfileAsync() or set them to an empty table and optionally reconcile on the server that currently owns the profile.
If you’re in the development testing phase, you could just change your ProfileStore name which will restart data for everyone.
I wanted to add my own functions to each profile object without:
Creating new functions for each profile object.
Editing the main ProfileService module.
So I took the following approach:
local profile = profileStores.playerData:LoadProfileAsync("player_" .. plr.UserId)
if (profile) then
local mainTable = getmetatable(profile).__index
setmetatable(
profile,
{
__index = function(self, index)
local exists1 = mainTable[index]
if (exists1) then
return exists1
end
return customPlayerProfile[index]
end
}
)
...
CustomPlayerProfile (module):
local customPlayerProfile = {}
function customPlayerProfile:TestLol()
print("SUCCESS!", self.Data)
end
return customPlayerProfile
I want to ask, will this cause any errors or bugs in ProfileService and should I continue using this approach or try something else?
The code works though. I called profile:TestLol(). It worked and printed the data stored in the profile.
So I am working on a game a with a group that uses this module, I’ve only noticed how to use it during the last stages of development meaning it’s not going to be efficient for me to transfer all systems to this API.
I am slightly confused on how can I remove a user’s profile entirely from the API after I get all the values I need from it.
I have done process of transferring any data over to new datastore if the user has any existing data here but I am confused on how then I can delete the entire user profile.