Player Data Service Reference #

Supported Data Types #

The following outlines the supported data types to use when defining Component, PlayerDataRequest, PlayerDataResponse, and PlayerDataContentSchema:

Supported:

  • String
  • Numeric Types: Int, UInt, Byte, UByte, Short, UShort, Long, ULong, Boolean, Float, and Double
  • UUID
  • Map and MutableMap
    • Keys must be Int or String
  • List and MutableList
  • A class with properties using the above data types
  • All basic types and nested classes can be marked nullable.
    • Example: Int?, String?, UUID?, MyCustomObject?
    • Nullable markers are not supported with collection types. The protobuf generation does not support optional fields with map or repeated fields.

Not supported

  • Enums
  • Cycles. Example List<List<*>>
  • Generics types on classes
  • Inheritance/composition
  • Assigning default values. The protobuf generation will not respect the kotlin defaults.
  • Protobufs
  • Types defined in other libraries

Classes #

Entity #

Entity is a Player Data type that represents persisted data and holds Component(s).

MemberDescription
entityName: EntityNameAn identifier. EntityName contains a id: String property.
instancedId: UUIDA generated UUID.
componentContainers: MutableList<ComponentContainer>The list of ComponentContainer(s).
getComponents(): List<Component>Returns all Components
addComponent(component: Component): ComponentIdCreates a ComponentContainer with a generated componentId for the Component and adds it to the componentContainers list. Returns the componentId (UUID).
removeComponent(componentId: ComponentId): BooleanRemoves a ComponentContainer from the collection by the given componentId: ComponentId. Returns true if any elements were removed.
removeComponent(component: Component): BooleanRemoves all ComponentContainer(s) that contain a Component equal to the one passed in. Returns true if any elements were removed.
getComponentsByType<reified T: Component>(): List<T>Returns a list of Components that are an instance of the generic parameter.
getComponentById<reified T: Component>(componentId: ComponentId): T?Returns a Component casted to the generic type or null if no component is found. If cast fails throws a java.lang.ClassCastException.

ComponentContainer #

ComponentContainer contains the Entity’s MutableList of Components and is automatically authored in every Entity.

MemberDescription
componentId: ComponentIdComponentId is a Kotlin typealias for an UUID
component: ComponentThe user defined persisted data.

ContentRequest #

ContentRequest retrieves request endpoints and its associated Content Schema data.

MemberDescription
requestA defined PlayerDataRequest class.

PlayerDataSubService #

PlayerDataSubService houses and organizes Operations and allows Operations to use content data.

MemberDescription
contentLibraryAccesses PlayerDataContentLibrary to allow Operations to interact with and utilize content data.

PlayerDataSnapshot #

PlayerDataSnapshot facilitates retrieving, creating, modifying, and deleting entities and their components.

  • Is constructed with a copy of all the player’s data stored in the cache/database.
  • Each player data operation is provided a PlayerDataSnapshot instance through Context.
  • The snapshot is used to construct a single database transaction to update the player’s data. Changes are identified by the Pragma Engine through byte comparison of the components in the snapshot vs the cached state.
MemberDescription
getEntityById(instanceId: UUID): Entity?Returns an Entity by its associated instanceId or null if no Entity found.
createEntity(entityName: String, components: List<Component> = emptyList()): EntityAdds a new Entity. Generates and assigns a UUID for the Entity and each Component.
getEntitiesByName(name: String): List<Entity>Returns all entities with the provided name.
getOrCreateUniqueEntity(name: String, getComponents: () -> List<Component> = ::emptyList): EntityChecks for an Entity by the provided name and creates one if not found.

The snapshot does not prevent you from accidentally adding other entities with the same name through createEntity.

Throws an ApplicationErrorException if:
  • there are multiple entities with the provided name.
  • the underlying EntityData has become corrupted by manually modifying it.
getUniqueEntity(name: String): Entity?Returns an Entity with the provided name or null if no Entity found.

Throws an ApplicationErrorException if:
  • there are multiple entities with the provided name.
deleteEntity(entity: Entity)Deletes the Entity.

No ops if there is no Entity found by its EntityId.
deleteEntity(entityId: EntityId)Deletes the Entity associated with the provided EntityId.

No ops if there is no Entity with the provided EntityId
getEntities(): List<Entity>Returns all entities.
<reified T: Component>getEntitiesWithComponent(): List<Entity>Returns all entities that contain a Component of the generic type T.

PlayerDataOperation #

PlayerDataOperation is an annotation used to identify player data operation functions, and allows you to assign the allowed SessionType types.

MemberDescription
sessionTypes: Array<SessionType>Assign which Pragma Engine session types can access the operation: PLAYER, PARTNER, SERVICE, or OPERATOR.

PlayerDataClient #

PlayerDataClient contains two functions for calling Operations from other services and plugins.

The property oneTimeKey contains a string for only calling an Operation once. Any future requests that have an already used key will result in a PragmaResult.Failure containing a PlayerDataOneTimeKeyError application error.

MemberDescription
doOperation(request: PlayerDataRequest, playerId: PlayerId, oneTimeKey: String? = null): PragmaResult<PlayerDataResponse, PragmaFailure>Calls a single Player Data Operation.
doBatchOperation(operationRequests: List<PlayerDataRequest>, playerId: PlayerId, oneTimeKey: String? = null, ): PragmaResult<List<PlayerDataResponse>, PragmaFailure>Utilized by the engine layer to contain the Component.

Interfaces #

Classes can inherit the following interfaces for specific Player Data functionality.

PlayerDataRequest #

PlayerDataRequest handles an Operation’s Request and its associated data. These classes don’t have any additional properties aside from what the user defines in the class’s parameters.

PlayerDataResponse #

PlayerDataResponse handles an Operation’s Response and its associated data. These classes don’t have any additional properties aside from what the user defines in the class’s parameters.

Component #

Components store user-defined player data and belong to an Entity.

MemberDescription
hiddenFromPlayer: Boolean get() = falseA defined PlayerDataRequest class.

HiddenComponent #

HiddenComponents store user-defined player data, belong to an Entity, and are hidden from the player and client.

MemberDescription
hiddenFromPlayer: Boolean get() = trueData stored within this Component class is not visible to the player and will be filtered out of a PlayerDataServiceRpc.GetV1Response.

PlayerDataContentSchema #

PlayerDataContentSchemas template data and API endpoints written in JSON Catalogs.

MemberDescription
idThe ID for the instance of the PlayerDataContentSchema.

PlayerDataContentLibrary #

PlayerDataContentLibrary is included in every Sub Service’s parameters and is responsible for receiving content data.

FunctionDescription
getCatalog(resourcePath: String, clazz: KClass<T>): Map<String, T>Returns content defined using the PlayerDataContentSchema interface.
getContentData(resourcePath: String): ContentData<ContentProto>Returns content defined solely in protobuf form, such as custom content.

Context #

Context provides data and functions in a PlayerDataOperation function.

MemberDescription
snapshot: PlayerDataSnapshotAccess to the player’s persisted data. Modifying the snapshot will result in a single database transaction that will update the player’s data.
playerId: PlayerIdAccess to the player’s game id. PlayerId is a type alais of UUID
sessionType: SessionTypeProvides the session gateway used when calling the PlayerDataOperation.
getSubService(clazz: KClass<T>): TA function that provides access to any PlayerDataSubService, allowing you to call operations on that sub service.
doContentRequest(request: ContentRequest)A function that will facilate calling a PlayerDataOperation that is defined in content data.
addOnSuccess(onSuccessBlock: OnSuccessType)Allows you to send notifications, call other services, track additional metrics or logging after the database has been succesfully updated.

Player Data service SDK #

Unreal #

Below are all of the accessor methods available in the Unreal SDK’s FPlayerDataCache which is accessed through UPragmaPlayerDataService.GetCache().

MethodDefinition
GetEntityByInstanceId(const FString& InstanceId)Fetches one specific Entity by its associated instanceId or string.
GetEntitiesByName(const FString& Name)Fetches a list of Entities by a shared name.
GetUniqueEntityByName(const FString& Name)Fetches one specific Entity solely by its name.

Use to fetch an Entity that is known to have a unique name.
AllInstanceIds()Fetches all InstanceIds.

Use in combination with GetEntityByInstanceId to loop through all of a player’s entities

Errors #

  • PlayerDataService_InvalidOperation
  • PlayerDataService_InvalidUniqueEntity
  • playerdata.PlayerDataOuterClass.PlayerDataOneTimeKeyError
  • PragmaError.UNKNOWN_ERROR