Live Data Tasks #
Entities and Components always use the same classes and interfaces in the Player Data service, but the way you model Component and Entity data varies depending on your desired feature. This page describes how to create Component classes and author and Entity containing example Components, as well as helpful tips when data modeling your scenarios.
Common tasks when modeling live data include:
Define a Component class #
A Component
class is created in Kotlin using the provided Component
interface.
To create an Entity
, you need to first define the Component
classes that will be used in the Entity. A Component
class allows you to define specific fields attached to the class so you can fully customize your data modeling structure. Every user-defined Component
implements the Component
interface belonging to the Player Data service.
Author the Component
class by giving it a unique class name compared to any other Component
declarations you may have, and by inheriting the Component
structure. The class’s properties, which house the Component
’s data, are defined purely by the developer using @FieldNumbers
. Component
s can use variables for properties that should be mutable and values for properties that should never change during the lifetime of a live Component
.
Below is an example of a Component
with custom user-defined properties:
data class ExampleComponentData(
@FieldNumber(1)var stringData: String,
@FieldNumber(2)var intData: Int
): Component
Once you’ve defined at least one Component
, you need to create a separate Kotlin file that has a function with the annotation @ComponentOrdering
. This function is responsible for assigning all of your defined Component
s a unique integer for code generation. Make sure you do not change a Component
s unique integer once you’ve defined it, and any new Component
s added to the function must have an unused integer.
Below is an example of a @ComponentOrdering
function with a list of Component
s:
@ComponentOrdering
fun components(): Map<KClass<out Component>, Int> {
return mapOf(
ExampleComponentData::class to 1,
AnotherExampleComponentData::class to 2,
BonusExampleComponentData::class to 3
)
}
A Component
and its associated properties are not live until it is defined as part of an Entity
and created in an Operation function’s logic.
Define a Component class for hidden data #
Specific properties in a Component
class can hide data from being sent to the player and game client.
If you want to have a Component
that contains data that shouldn’t be sent to the player and game clients, you can use the HiddenComponent
interface when authoring a Component
class. An Entity
containing a hidden Component
and an unhidden Component
will only send the unhidden Component
to the player and game client. If an Entity
only has hidden Component
s, the entire Entity
will not be sent to the player and game client.
Author the Component
class with a unique class name, inheriting the HiddenComponent
interface, and define the class’s properties for the Component
’s data.
Below is an example of a HiddenComponent
with custom user-defined properties:
data class ExampleHiddenComponentData(
var stringData: String,
var intData: Int
): HiddenComponent
Author an Entity containing a list of Components #
The Operation function’s business logic authors Entities with pre-existing Component
s.
When creating an Entity
, you need to know which Sub Service’s Operation will assign the Entity
to players, and whether or not you want the player to have multiples of the Entity
. Not every Entity
has to have a Component
, especially if they are utilized as some type of data or progression tracker, but most of the time you’ll need to have already authored the Component
classes that the Entity
will have.
If you authored your Component
s in a different Kotlin file or package other than the one containing your Sub Service, make sure you import the package so you can utilize the Component
s in the Operation function’s logic.
First, you’ll need to create vals or vars for the Component
s that will be attached to the Entity
. Then, make sure you have some logic setup for creating the Entity
’s name. Lastly, create a val
or var
that uses a helper function from context.snapshot
to do your desired Entity
creation step.
To see a full list of all the helper functions you can use for authoring Entities, check out the Snapshot reference section.
Below is an example of an Operation function defining an Entity
with Component
s:
class ExampleSubService(contentLibrary: PlayerDataContentLibrary): PlayerDataSubService(contentLibrary) {
@PlayerDataOperation(sessionTypes = [SessionType.PLAYER])
fun exampleOperation(
request: ExampleRequest,
context: Context
): ExampleResponse {
val componentOne = CustomData("example-string", 100)
val componentTwo = CustomData("second-example-string", 200)
val components = listOf(componentOne, componentTwo)
val name = "{ENTITY_NAME}"
val entity = context.snapshot.createEntity(name, components)
...
return ExampleResponse()
}
}