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引擎类
DataStoreService
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服务
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*此内容使用人工智能(Beta)翻译,可能包含错误。若要查看英文页面,请点按 此处


代码示例
数据存储预算
local DataStoreService = game:GetService("DataStoreService")
for _, enumItem in pairs(Enum.DataStoreRequestType:GetEnumItems()) do
print(enumItem.Name, DataStoreService:GetRequestBudgetForRequestType(enumItem))
end

API 参考
方法
GetDataStore
功能: DataStore
DataStoreService:GetDataStore(
name:string, scope:string, options:Instance
参数
name:string
scope:string
默认值:"global"
options:Instance
默认值:"nil"
返回

GetGlobalDataStore
功能: DataStore
DataStoreService:GetGlobalDataStore():DataStore
返回
代码示例
获取 GlobalDataStore 实例
local DataStoreService = game:GetService("DataStoreService")
local GlobalDataStore = DataStoreService:GetGlobalDataStore()
print(GlobalDataStore.Name) -- 输出 GlobalDataStore 的名称

GetOrderedDataStore
功能: DataStore
DataStoreService:GetOrderedDataStore(
name:string, scope:string
参数
name:string
scope:string
默认值:"global"
代码示例
排序数据存储基础
local DataStoreService = game:GetService("DataStoreService")
local pointsStore = DataStoreService:GetOrderedDataStore("Points")
local function printTopTenPlayers()
local isAscending = false
local pageSize = 10
local pages = pointsStore:GetSortedAsync(isAscending, pageSize)
local topTen = pages:GetCurrentPage()
-- 'topTen' 中的数据是以页上的索引为索引存储的
-- 对于每个项,'data.key' 是在 OrderedDataStore 中的键,而 'data.value' 是值
for rank, data in ipairs(topTen) do
local name = data.key
local points = data.value
print(name .. " 的排名是 #" .. rank .. ",得分 " .. points .. "分")
end
-- 可能加载下一页...
--pages:AdvanceToNextPageAsync()
end
-- 创建一些数据
pointsStore:SetAsync("Alex", 55)
pointsStore:SetAsync("Charley", 32)
pointsStore:SetAsync("Sydney", 68)
-- 显示前十名玩家
printTopTenPlayers()

GetRequestBudgetForRequestType
功能: DataStore
DataStoreService:GetRequestBudgetForRequestType(requestType:Enum.DataStoreRequestType):number
参数
返回
代码示例
打印请求预算
local DataStoreService = game:GetService("DataStoreService")
local globalStore = DataStoreService:GetGlobalDataStore()
local function printBudget()
local budget = DataStoreService:GetRequestBudgetForRequestType(Enum.DataStoreRequestType.SetIncrementAsync)
print("当前的设置/增量预算:", budget)
end
for i = 1, 5 do
local key = "key" .. i
local success, err = pcall(function()
globalStore:SetAsync(key, true)
end)
if success then
printBudget()
else
print(err)
end
end

ListDataStoresAsync
暂停
功能: DataStore
DataStoreService:ListDataStoresAsync(
prefix:string, pageSize:number, cursor:string
参数
prefix:string
pageSize:number
默认值:0
cursor:string

SetRateLimitForRequestType
功能: DataStore
DataStoreService:SetRateLimitForRequestType(
requestType:Enum.DataStoreRequestType, baseLimit:number, perPlayerLimit:number
):()
参数
baseLimit:number
perPlayerLimit:number
返回
()
代码示例
设置速率限制
local MigrateScript = require(script.Parent.MigrateScript)
local DataStoreService = game:GetService("DataStoreService")
DataStoreService:SetRateLimitForRequestType(Enum.DataStoreRequestType.StandardRead, 1000, 0)
DataStoreService:SetRateLimitForRequestType(Enum.DataStoreRequestType.StandardWrite, 2000, 0) -- 两次写入,因此需要双倍的限制
DataStoreService:SetRateLimitForRequestType(Enum.DataStoreRequestType.StandardList, 100, 0)
DataStoreService:SetRateLimitForRequestType(Enum.DataStoreRequestType.StandardRemove, 1000, 0)
local sourceStore = DataStoreService:GetDataStore("ds_to_migrate")
local destinationStore1 = DataStoreService:GetDataStore("ds_destination_1")
local destinationStore2 = DataStoreService:GetDataStore("ds_destination_2")
-- 等待预算的帮助函数
local function waitForBudget(requestType)
while (DataStoreService:GetRequestBudgetForRequestType(requestType) <= 0) do
task.wait(1)
end
end
waitForBudget(Enum.DataStoreRequestType.StandardList)
local success, pages = pcall(function()
return sourceStore:ListKeysAsync()
end)
if success then
while true do
local items = pages:GetCurrentPage()
for _, item in ipairs(items) do
-- 1. 从源获取数据
waitForBudget(Enum.DataStoreRequestType.StandardRead)
local getSuccess, value = pcall(function()
return sourceStore:GetAsync(item.KeyName)
end)
if getSuccess and value ~= nil then
-- 2. 将数据迁移到目标
waitForBudget(Enum.DataStoreRequestType.StandardWrite)
local setSuccess, err = pcall(function()
destinationStore1:SetAsync(item.KeyName, MigrateScript.Migrate1(value))
end)
if setSuccess then
print("成功迁移到目标 1 的键: " .. item.KeyName)
else
warn("迁移到目标 1 的键失败: " .. item.KeyName .. " - " .. tostring(err))
end
waitForBudget(Enum.DataStoreRequestType.StandardWrite)
local setSuccess, err = pcall(function()
destinationStore2:SetAsync(item.KeyName, MigrateScript.Migrate2(value))
end)
if setSuccess then
print("成功迁移到目标 2 的键: " .. item.KeyName)
else
warn("迁移到目标 2 的键失败: " .. item.KeyName .. " - " .. tostring(err))
end
-- 3. 从源删除数据
waitForBudget(Enum.DataStoreRequestType.StandardRemove)
local deleteSuccess, err = pcall(function()
sourceStore:RemoveAsync(item.KeyName)
end)
if deleteSuccess then
print("成功从源删除键: " .. item.KeyName)
else
warn("从源删除键失败: " .. item.KeyName .. " - " .. tostring(err))
end
else
warn("从源获取键失败: " .. item.KeyName)
end
end
if pages.IsFinished then break end
-- 3. 前进到下一页
waitForBudget(Enum.DataStoreRequestType.StandardList)
local nextSuccess = pcall(function()
pages:AdvanceToNextPageAsync()
end)
if not nextSuccess then
warn("前进到下一页失败.")
break
end
end
print("迁移过程完成.")
else
warn("列出键失败.")
end

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