Make sure API service is enabled in game settings.
local PlayerStatManager = {}
local DataStoreService = game:GetService("DataStoreService")
local playerData = DataStoreService:GetDataStore("PlayerData")
local sessionData = {}
local AUTOSAVE_INTERVAL = 60
function PlayerStatManager:ChangeStat(player, statName, value)
local playerUserId = "Player_" .. player.UserId
assert(typeof(sessionData[playerUserId][statName]) == typeof(value), "ChangeStat error: types do not match")
if typeof(sessionData[playerUserId][statName]) == "number" then
sessionData[playerUserId][statName] = sessionData[playerUserId][statName] + value
else
sessionData[playerUserId][statName] = value
end
end
local function setupPlayerData(player)
local playerUserId = "Player_" .. player.UserId
local success, data = pcall(function()
return playerData:GetAsync(playerUserId)
end)
if success then
if data then
sessionData[playerUserId] = data
else
sessionData[playerUserId] = {Money=0, Experience=0}
end
else
warn("Cannot access data store for player!")
end
end
local function savePlayerData(playerUserId)
if sessionData[playerUserId] then
local success, err = pcall(function()
playerData:SetAsync(playerUserId, sessionData[playerUserId])
end)
if not success then
warn("Cannot save data for player!")
end
end
end
local function saveOnExit(player)
local playerUserId = "Player_" .. player.UserId
savePlayerData(playerUserId)
end
local function autoSave()
while wait(AUTOSAVE_INTERVAL) do
for playerUserId, data in pairs(sessionData) do
savePlayerData(playerUserId)
end
end
end
spawn(autoSave)
game.Players.PlayerAdded:Connect(setupPlayerData)
game.Players.PlayerRemoving:Connect(saveOnExit)
return PlayerStatManager
1 comment
This is too much for such a simple question, and contains multiple different aspects of advanced practices that the asker won't understand.