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Server.luau
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322 lines (266 loc) · 7.27 KB
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local DataStoreService = game:GetService("DataStoreService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DataService = require(ReplicatedStorage.Packages.DataService).server
local Networker = require(ReplicatedStorage.Packages.Networker)
local ServicePlayerData = require(ReplicatedStorage.Packages.ServicePlayerData)
local CodeServiceUtils = require(ReplicatedStorage.Shared.Services.CodeService.CodeServiceUtils)
type Code = {
reward: string | { string },
params: { any } | { { any } } | nil,
userIds: { number }?,
active: boolean,
expiration: number?,
uses: number?,
}
type Codes = { [string]: Code }
type InventoryCodes = { [string]: boolean }
type RewardCallbacks = { [string]: (...any?) -> () }
local DATA_STORE_KEY = "Codes"
local UPDATE_FREQUENCY = 60
local REDEEM_ENUMS = CodeServiceUtils.REDEEM_ENUMS
local PLAYER_DATA_TEMPLATE = {
redeeming = false,
}
type PlayerData = {
redeeming: boolean,
}
local CodeService = {
debug = false,
dataStore = DataStoreService:GetDataStore("Codes"),
}
local function log(...)
if CodeService.debug then
print(...)
end
end
function CodeService.init(self: CodeService, rewardCallbacks: RewardCallbacks): ()
self.rewardCallbacks = rewardCallbacks
self.networker = Networker.server.new("CodeService", self, { self.redeem })
self.codes = {}
self.playerData = ServicePlayerData.new(PLAYER_DATA_TEMPLATE)
task.spawn(function()
while true do
self:update()
task.wait(UPDATE_FREQUENCY)
end
end)
end
function CodeService.update(self: CodeService): ()
log("Updating codes")
local s, result = pcall(function()
return self.dataStore:GetAsync(DATA_STORE_KEY)
end)
if not s then
warn("Failed to get codes", result)
return
end
self.codes = result
log("Updated codes", result)
end
function CodeService.listActiveCodes(self: CodeService): ()
for name, code in self.codes do
if
code.active
and (not code.expiration or code.expiration > os.time())
and (not code.uses or code.uses > 0)
then
print(name, code)
end
end
end
function CodeService.addUserIdsToCode(self: CodeService, code: string, userIds: { number }): ()
code = string.lower(code)
print("Adding user ids to code", code, userIds)
local s, e = pcall(function()
self.dataStore:UpdateAsync(DATA_STORE_KEY, function(codes: Codes)
if not codes or not codes[code] then
error("Code not found" .. code)
return
end
local users = codes[code].userIds or {}
for _, userId in ipairs(userIds) do
if not table.find(users, userId) then
table.insert(users, userId)
end
end
codes[code].userIds = users
return codes
end)
end)
if s then
print("Successfully added user ids to code", code)
else
warn("Failed to add user ids to code", e)
end
self:update()
end
function CodeService.add(self: CodeService, code: string, info: Code): ()
code = string.lower(code)
print("Adding code", code, info)
info.active = true
local s, e = pcall(function()
self.dataStore:UpdateAsync(DATA_STORE_KEY, function(codes: Codes)
if not codes then
codes = {}
end
if codes[code] then
error("Code already exists: " .. code)
return
end
codes[code] = info
return codes
end)
end)
if s then
print("Successfully added code", code)
else
warn("Failed to add code", e)
end
self:update()
end
function CodeService.remove(self: CodeService, code: string): ()
code = string.lower(code)
print("Removing code", code)
local s, e = pcall(function()
self.dataStore:UpdateAsync(DATA_STORE_KEY, function(codes: Codes)
codes[code] = nil
return codes
end)
end)
if s then
print("Successfully removed code", code)
else
warn("Failed to remove code", e)
end
self:update()
end
function CodeService.deactivate(self: CodeService, code: string): ()
code = string.lower(code)
print("Deactivating code", code)
local s, e = pcall(function()
self.dataStore:UpdateAsync(DATA_STORE_KEY, function(codes: Codes)
if not codes or not codes[code] then
error("Code not found" .. code)
return
end
codes[code].active = false
return codes
end)
end)
if s then
print("Successfully deactivated code", code)
else
warn("Failed to deactivate code", e)
end
self:update()
end
function CodeService.hasRedeemedCode(_self: CodeService, player: Player, code: string): boolean
local alreadyRedeemedCodes = DataService:get(player, "_codes")
if alreadyRedeemedCodes and alreadyRedeemedCodes[code] then
return true
end
return false
end
function CodeService._redeem(self: CodeService, player: Player, codeId: string): number
local code = self.codes[codeId]
if not code then
return REDEEM_ENUMS.invalid
end
local isExpired = code.expiration and code.expiration < os.time()
if not code.active or isExpired then
return REDEEM_ENUMS.expired
end
if code.uses and code.uses <= 0 then
return REDEEM_ENUMS.outOfUses
end
if self:hasRedeemedCode(player, codeId) then
return REDEEM_ENUMS.alreadyRedeemed
end
if code.userIds then
local userId = player.UserId
local index = table.find(code.userIds, userId)
if not index then
return REDEEM_ENUMS.wrongUser
end
end
if not code.uses then
return REDEEM_ENUMS.success
end
local s, e = pcall(function()
self.dataStore:UpdateAsync(DATA_STORE_KEY, function(codes: Codes)
if not codes or not codes[codeId] then
error("Code not found" .. codeId)
return
end
local uses = codes[codeId].uses
if not uses then
return
end
codes[codeId].uses = uses - 1
return codes
end)
end)
if not s then
warn("Failed to decrement uses", e)
return REDEEM_ENUMS.err
end
return REDEEM_ENUMS.success
end
function CodeService.reward(self: CodeService, player: Player, reward: string, ...: any?): number?
log("Rewarding player", player, reward, ...)
local callback = self.rewardCallbacks[reward]
if not callback then
warn("No callback found for reward", reward)
return
end
return callback(player, ...)
end
function CodeService.redeem(self: CodeService, player: Player, code: string)
local playerData = self.playerData:get(player)
if playerData.redeeming then
return REDEEM_ENUMS.err
end
playerData.redeeming = true
code = string.lower(code)
local redeemStatus = self:_redeem(player, code)
log("Redeem status", redeemStatus)
if redeemStatus ~= REDEEM_ENUMS.success then
playerData.redeeming = false
return redeemStatus
end
log("Updating player codes")
DataService:update(player, "_codes", function(codes: InventoryCodes)
if not codes then
codes = {}
end
codes[code] = true
return codes
end)
playerData.redeeming = false
local codeInfo = self.codes[code]
local rewardTbl = codeInfo.reward
local paramsTbl = codeInfo.params
if type(codeInfo.reward) == "string" then
rewardTbl = { rewardTbl }
paramsTbl = { paramsTbl }
end
for i = 1, #rewardTbl do
local reward = rewardTbl[i]
local params = paramsTbl[i]
local s, e = pcall(self.reward, self, player, reward, params[1], params[2], params[3], params[4], params[5])
if not s then
warn("Failed to reward player", player, codeInfo.reward, e)
return REDEEM_ENUMS.err
end
end
return REDEEM_ENUMS.success
end
type CodeService = typeof(CodeService) & {
networker: Networker.Server,
codes: Codes,
debug: boolean,
dataStore: DataStore,
rewardCallbacks: RewardCallbacks,
playerData: ServicePlayerData.ServicePlayerData<PlayerData>,
}
return CodeService :: CodeService