CorePlatform
The CorePlatform namespace contains functions for retrieving game metadata from the Core platform.
Class Functions
Class Function Name | Return Type | Description | Tags |
---|---|---|---|
CorePlatform.GetGameInfo(string gameId) |
CoreGameInfo |
Requests metadata for a game with the given ID. Accepts full game IDs (eg "67442ee5c0654855b51c4f5fc96ab0fd") as well as the shorter slug version ("67442e/farmers-market"). This function may yield until a result is available, and may raise an error if the game ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. | None |
CorePlatform.GetGameCollection(string collectionId) |
Array <CoreGameCollectionEntry > |
Requests a list of games belonging to a given collection. This function may yield until a result is available, and may raise an error if the collection ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. Supported collection IDs include: "new", "popular", "hot_games", "active", "featured", "highest_rated", "most_played", "most_engaging", "solo_friendly", and "tournament". | None |
CorePlatform.GetPlayerProfile(string playerId) |
CorePlayerProfile |
Requests the public account profile for the player with the given ID. This function may yield until a result is available, and may raise an error if the player ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. When called in preview mode with a bot's player ID, a placeholder profile will be returned. | None |
CorePlatform.GetGameEvent(string eventId) |
CoreGameEvent |
Requests metadata for a creator event with the given event ID. Event IDs for specific events may be found in the Creator Events Dashboard. This function may yield until a result is available, and may raise an error if the event ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. | None |
CorePlatform.GetGameEventCollection(string collectionId, [table parameters]) |
CoreGameEventCollection |
Requests a list of creator events belonging to a given collection. This function may yield until a result is available, and may raise an error if the collection ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. Supported event collection IDs include: "active", "upcoming", "popular", and "suggested". The following optional parameters are supported: state (CoreGameEventState) : Filters the returned collection to include only events with the specified state. By default, active and upcoming events are returned. |
None |
CorePlatform.GetGameEventsForGame(string gameId, [table parameters]) |
CoreGameEventCollection |
Requests a list of creator events for the specified game. This function may yield until a result is available, and may raise an error if the game ID is invalid or if an error occurs retrieving the information. Results may be cached for later calls. The following optional parameters are supported: state (CoreGameEventState) : Filters the returned events to include only events with the specified state. By default, active and upcoming events are returned. tag (string) : Filters the returned events to include only events with the given tag. |
None |
CorePlatform.IsPlayerRegisteredForGameEvent(Player player, CoreGameEvent event) |
boolean |
Returns true if the given player is registered for the given event, or false if they are not. This function may yield until a result is available, and may raise an error if an error occurs retrieving the information. Results may be cached for later calls, and so may also not be immediately up to date. This function will raise an error if called from a client script with a player other than the local player. |
None |
CorePlatform.GetRegisteredGameEvents(Player player, [table parameters]) |
CoreGameEventCollection |
Requests a list of creator events for which the given player is registered. This function may yield until a result is available, and may raise an error if an error occurs retrieving the information. This function will raise an error if called from a client script with a player other than the local player. Results may be cached for later calls. The following optional parameters are supported: state (CoreGameEventState) : Filters the returned events to include only events with the specified state. By default, active and upcoming events are returned. |
None |
Examples
Example using:
GetGameCollection
This example prints the list of all active games, listing their rank, game name and owner.
print("### Active Games ###")
local popularGames = CorePlatform.GetGameCollection("active")
for i, entry in ipairs(popularGames) do
print(i .. ") " .. entry.name .. " (by " .. entry.ownerName .. ")")
end
See also: CoreGameCollectionEntry
Example using:
GetGameEvent
In this example, a specific event is fetched. If found, a countdown begins, with the remaining time until the event begins updated every second. The countdown text is print to the Event Log, but it could be set into the UI for players to see.
local EVENT_ID = "a3040c7ff0ca4a148d98191c701afe9a-ec20a9adcf374e7ab1ef5f862499c834"
local eventData = CorePlatform.GetGameEvent(EVENT_ID)
function Tick()
Task.Wait(1)
if eventData ~= nil then
local eventStart = eventData:GetStartDateTime()
local diff = eventStart.secondsSinceEpoch - DateTime.CurrentTime().secondsSinceEpoch
if diff >= 0 then
print(eventData.name .." starts In: ".. FormatCasualTimespan(diff))
else
print(eventData.name .." has started")
end
end
end
function FormatCasualTimespan(totalSeconds)
if totalSeconds <= 0 then
return "0s"
end
local seconds = totalSeconds
local minutes = math.floor(seconds / 60)
seconds = seconds - minutes*60
if minutes > 0 then
local hours = math.floor(minutes / 60)
minutes = minutes - hours*60
if hours > 0 then
local days = math.floor(hours / 24)
hours = hours - days*24
if days > 0 then
if hours > 0 then
return days.."d " .. hours.."h " .. minutes.."m"
end
return days.."d"
elseif (minutes > 0) then
return hours.."h " .. minutes.."m " .. seconds.."s"
end
return hours.."h"
end
return minutes.."m " .. seconds.."s"
end
return seconds.."s"
end
See also: CoreGameEvent.GetStartDateTime | DateTime.CurrentTime | Task.Wait
Example using:
GetGameEventsForGame
In this example we look at all the events for a given game. The status of each one is printed to the Event Log. Events can be Active or Scheduled, in which case they have a remaining time or upcoming time, respectively. Events can also be in a "Canceled" state, but we ignore those. The advantages of using countdowns to express the end of an event (or wait for an upcoming one) are to build anticipation in the eyes of players, but also to avoid any complications with time zones for players around the world.
local GAME_ID = "a3040c7ff0ca4a148d98191c701afe9a"
local collection = CorePlatform.GetGameEventsForGame(GAME_ID)
local gameEvents = collection:GetResults()
for i, eventData in ipairs(gameEvents) do
if eventData.state == CoreGameEventState.ACTIVE then
local eventEnd = eventData:GetEndDateTime()
local time = eventEnd.secondsSinceEpoch - DateTime.CurrentTime().secondsSinceEpoch
print(eventData.name.." is active. Ends in "..time.." seconds")
elseif eventData.state == CoreGameEventState.SCHEDULED then
local eventStart = eventData:GetStartDateTime()
local time = eventStart.secondsSinceEpoch - DateTime.CurrentTime().secondsSinceEpoch
print(eventData.name.." is scheduled. Starts in "..time.." seconds")
end
end
See also: CoreGameEventCollection.GetResults | CoreGameEvent.state | CoreGameEventState | DateTime.CurrentTime
Example using:
GetGameInfo
In this example, transfer data is printed to the server log each time a player joins or leaves the game. While this works in preview mode, there will never be a gameId
in that case, and the reason
for the transfer will always be BROWSE
. Therefore, this example works best when the game is published.
To see the server logs of a published game, select the Game Settings object in the hierarchy and enable "Play Mode Profiling". When playing the published game press F4 to see the profiler and access the logs. You may need a second player joining/leaving to observe the logs while testing the various different reasons.
-- Converts the enum reason into a string, to make the log more readable
function ToStringTransferReason(reason)
-- Default reason, or player has opted out from sharing this info
if reason == PlayerTransferReason.UNKNOWN then return "UNKNOWN" end
-- If they leave to edit their character/collection
if reason == PlayerTransferReason.CHARACTER then return "CHARACTER" end
-- If they leave by pressing the "Create" tab
if reason == PlayerTransferReason.CREATE then return "CREATE" end
-- If they leave by pressing the "Shop" tab
if reason == PlayerTransferReason.SHOP then return "SHOP" end
-- If they join/leave by browsing games or from a URL
if reason == PlayerTransferReason.BROWSE then return "BROWSE" end
-- If they join/leave by joining a game their friend is playing
if reason == PlayerTransferReason.SOCIAL then return "SOCIAL" end
-- If they join/leave when a game uses player:TransferToGame()
if reason == PlayerTransferReason.PORTAL then return "PORTAL" end
-- If they leave from being inactive for longer than the AFK limit
if reason == PlayerTransferReason.AFK then return "AFK" end
-- If they close Core or log out
if reason == PlayerTransferReason.EXIT then return "EXIT" end
-- Fallback, future-proof
return "???" .. tostring(reason)
end
-- Given a game ID, retrieves the game's name and author
function FetchGameNameAndAuthor(gameId)
if gameId then
-- This yields the thread while the data is retrieved
local gameInfo = CorePlatform.GetGameInfo(gameId)
if gameInfo then
return gameInfo.name .. ", by " .. gameInfo.ownerName
end
end
return ""
end
function OnPlayerJoined(player)
-- CorePlatform.GetGameInfo creates a delay while the data is being retrieved, during
-- which time the player object may no longer be valid, so we cache the name first.
local playerName = player.name
local transferData = player:GetJoinTransferData()
local gameId = transferData.gameId
local reason = ToStringTransferReason(transferData.reason)
local gameBio = FetchGameNameAndAuthor(gameId)
print(
"\n Player joined = " .. playerName ..
"\n from game = " .. tostring(gameId) .. ":" .. gameBio ..
"\n reason = " .. reason)
end
function OnPlayerLeft(player)
-- CorePlatform.GetGameInfo creates a delay while the data is being retrieved, during
-- which time the player object may no longer be valid, so we cache the name first.
local playerName = player.name
local transferData = player:GetLeaveTransferData()
local gameId = transferData.gameId
local reason = ToStringTransferReason(transferData.reason)
local gameBio = FetchGameNameAndAuthor(gameId)
print(
"\n Player left = " .. playerName ..
"\n to game = " .. tostring(gameId) .. ":" .. gameBio ..
"\n reason = " .. reason)
end
Game.playerJoinedEvent:Connect(OnPlayerJoined)
Game.playerLeftEvent:Connect(OnPlayerLeft)
See also: Player.GetJoinTransferData | PlayerTransferData.gameId | PlayerTransferReason | Game.TransferAllPlayersToGame | CoreGameInfo.name
Example using:
GetPlayerProfile
This client script example fetches the profile of the game's creator and uses information from it to print a welcome message into the chat window.
local GAME_NAME = "Example Simulator"
local CREATOR_ID = "c19fdb85adf94580b1f926764560682e"
local player = Game.GetLocalPlayer()
local creatorProfile = CorePlatform.GetPlayerProfile(CREATOR_ID)
if CREATOR_ID ~= creatorProfile.id then
error("Received the wrong profile, for some reason.")
end
Chat.LocalMessage("Hi " .. player.name .. "!")
Chat.LocalMessage("welcome to " .. GAME_NAME)
Chat.LocalMessage("by " .. creatorProfile.name)
Chat.LocalMessage(creatorProfile.description)
See also: CorePlayerProfile.id | Chat.LocalMessage | Game.GetLocalPlayer | Player.name
Example using:
GetRegisteredGameEvents
In this example, when a player joins we check if they are registered for any upcoming game events. Results are print out to the Event Log.
function OnPlayerJoined(player)
local params = {state = CoreGameEventState.SCHEDULED}
local collection = CorePlatform.GetRegisteredGameEvents(player, params)
local gameEvents = collection:GetResults()
if #gameEvents == 0 then
print(player.name .. " is not registered for any upcoming events.")
else
print(player.name .. " is registered for:")
for i, eventData in ipairs(gameEvents) do
local eventStart = eventData:GetStartDateTime()
local time = eventStart.secondsSinceEpoch - DateTime.CurrentTime().secondsSinceEpoch
print(eventData.name..". Starts in "..time.." seconds")
end
end
end
Game.playerJoinedEvent:Connect(OnPlayerJoined)
See also: CoreGameEventCollection.GetResults | CoreGameEventState | CoreGameEvent.GetStartDateTime | DateTime.CurrentTime | Player.name
Example using:
IsPlayerRegisteredForGameEvent
In this example, a client script controls a UI that prompts players to join (RSVP) an upcoming game event. In case the player has already registered for the event, then the UI does not show. The UI is populated with information about the event, such as name and description. Also, the RSVP Button must be given the game event's id
in order to connect correctly with the platform service. The UI becomes hidden when the RSVP or Close buttons are clicked.
local GAME_ID = "a3040c7ff0ca4a148d98191c701afe9a"
local UI_ROOT = script:GetCustomProperty("UIContainer"):WaitForObject()
local CLOSE_BUTTON = script:GetCustomProperty("UIButton"):WaitForObject()
local UI_EVENT_NAME = script:GetCustomProperty("UITextBox"):WaitForObject()
local UI_EVENT_DESCRIPTION = script:GetCustomProperty("UITextBox_1"):WaitForObject()
local RSVP_BUTTON = script:GetCustomProperty("UIEventRSVPButton"):WaitForObject()
local player = Game.GetLocalPlayer()
function ShowUI()
UI_ROOT.visibility = Visibility.INHERIT
end
function HideUI()
UI_ROOT.visibility = Visibility.FORCE_OFF
end
function UpdateContents(eventData)
UI_EVENT_NAME.text = eventData.name
UI_EVENT_DESCRIPTION.text = eventData.description
RSVP_BUTTON.eventId = eventData.id
end
function EvaluateUpcomingEvent()
local collection = CorePlatform.GetGameEventsForGame(GAME_ID)
for i, eventData in ipairs(collection:GetResults()) do
if eventData.state == CoreGameEventState.SCHEDULED
and not CorePlatform.IsPlayerRegisteredForGameEvent(player, eventData) then
UpdateContents(eventData)
ShowUI()
return
end
end
end
CLOSE_BUTTON.clickedEvent:Connect(HideUI)
RSVP_BUTTON.clickedEvent:Connect(HideUI)
EvaluateUpcomingEvent()
See also: UIEventRSVPButton.eventId | CoreGameEventCollection.GetResults | CorePlatform.GetGameEventsForGame | CoreGameEvent.state | CoreGameEventState | UIButton.clickedEvent | UIText.text | CoreObject.GetCustomProperty