Difference between revisions of "FBInstant.player.flushDataAsync"
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Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function's result is pending.<br /> | Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function's result is pending.<br /> | ||
<br /></translate> | <br /></translate> | ||
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FBInstant.player.flushDataAsync(callback) | FBInstant.player.flushDataAsync(callback) | ||
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=== <translate>Examples</translate> === | === <translate>Examples</translate> === | ||
'''Example'''<br/> | '''Example'''<br/> | ||
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FBInstant.player.setDataAsync({achievements={"medal1","medal2","medal3"},currentLife=300}, function(result,error) | FBInstant.player.setDataAsync({achievements={"medal1","medal2","medal3"},currentLife=300}, function(result,error) | ||
if result then | if result then |
Revision as of 14:28, 13 July 2023
Available since: Gideros 2018.3
Class: Player
Description
Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function's result is pending.
<syntaxhighlight lang="lua">
FBInstant.player.flushDataAsync(callback)
</source>
Parameters
callback: (function) A function that will be called with two arguments: true when changes have been persisted successfully or nil if the operation failed, and an error code if the function failed.
Examples
Example
<syntaxhighlight lang="lua">
FBInstant.player.setDataAsync({achievements={"medal1","medal2","medal3"},currentLife=300}, function(result,error)
if result then
FBInstant.player.flushDataAsync(function (result,error)
if result then
print("Data persisted to FB!")
end
end)
end
end)
</source>
- FBInstant.player.canSubscribeBotAsync
- FBInstant.player.flushDataAsync
- FBInstant.player.getConnectedPlayersAsync
- FBInstant.player.getDataAsync
- FBInstant.player.getID
- FBInstant.player.getName
- FBInstant.player.getPhoto
- FBInstant.player.getSignedPlayerInfoAsync
- FBInstant.player.getStatsAsync
- FBInstant.player.incrementStatsAsync
- FBInstant.player.setDataAsync
- FBInstant.player.setStatsAsync
- FBInstant.player.subscribeBotAsync