Save your player data with ProfileService! (DataStore Module)

Thank you for the answers!

Also to clear up some confusion, when I said

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)

So is doing something like

profile.Data.Coins = 100
player.leaderstats.Coins.Value = profile.Data.Coins

Considered incorrect usage of ProfileService? Or is this completely fine?

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You can do both of those things you’re talking about. I would personally not exceed 2 profiles per player, though.

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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
image

See this, @LucasTutoriaisSaimo have already explained it few posts above, hope this helps!

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Oh, thanks! I thought it had some hidden stuff that does it for me.

How would I go about listing all the profiles (like all saved)? Since I would like to see everyone’s data and ensure that everything is correct.

Something like this:

local profiles = someMagicalFunction()
for _, profile in pairs(profiles) do
    print(profile.Data)
end

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.

2 Likes

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:

module.Profiles = {}

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.
BUG1

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.

BUG2

Any advice would be greatly appreciated :slight_smile:

4 Likes

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.

3 Likes

I completely forgot that tables are done by reference by default in lua… xD Thank you so much! This caused me such a headache.

Whenever I join, it kicks me because of ListenToRelease. This is happening every time. How do I fix this?

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.

3 Likes

Or use DataStore Editor from sleitnick - where you can edit,download and delete data. It costs robux but it is definitely worth buying.

1 Like

I wanted to add my own functions to each profile object without:

  1. Creating new functions for each profile object.
  2. 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.