MatchmakingService

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MatchmakingService is responsible for managing custom matchmaking attributes. Use it to read and write matchmaking data.

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GetServerAttribute

Retrieves the value of a specific server attribute.

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name: string

The name of the server attribute. Limited to a maximum of 50 characters.


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Returns the server attribute value if the attribute is found and if the error is nil. Otherwise, returns nil for the attribute value and an error message.

InitializeServerAttributesForStudio

Initiates the server attribute schema and its values to test in Studio. This method is optional and has no effect when running outside of Studio.

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serverAttributes: Dictionary

An array of attribute name-value pairs.


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Returns true if the call succeeded. Otherwise, returns false and an error message.

SetServerAttribute

Assigns a value to a specific server attribute.

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name: string

The name of the server attribute. Limited to a maximum of 50 characters.

value: Variant

The value of the server attribute. Limited to a maximum of 50 characters.


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Returns true if the call succeeded. Otherwise, returns false and an error message.

ตัวอย่างโค้ด

The following code sample:

MarketplaceService sample

local MatchmakingService = game::GetService("MatchmakingService")
local RunService = game:GetService("RunService")
if RunService:IsStudio() then
-- Sets up initial attributes and schema for testing
MatchmakingService:InitializeServerAttributesForStudio(
{
Level = "Advanced",
Elo = 123.456,
TrainingMode = true
})
end
-- Retrieves the Level attribute
local currentLevel, error = MatchmakingService:GetServerAttribute("Level")
if error then
print(error)
else
print("Current level: " .. currentLevel)
end
-- Updates the Level attribute value to Advanced
local success, error = MatchmakingService:SetServerAttribute("Level", "Advanced")
if not success then
print("Failed to update server attribute [Level] to [Advanced] due to error: " .. error)
else
print("Successfully set [Level] to [Advanced]")
end

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