CoreSocial
The CoreSocial namespace contains functions for retrieving social metadata from the Core platform.
Class Functions
Class Function Name | Return Type | Description | Tags |
---|---|---|---|
CoreSocial.IsFriendsWithLocalPlayer(Player) |
bool |
Returns true if the given Player is friends with the local player. |
Client-Only |
CoreSocial.IsFriendsWithLocalPlayer(string playerId) |
bool |
Returns true if the specified player is friends with the local player. |
Client-Only |
CoreSocial.GetFriends(Player) |
CoreFriendCollection |
Requests a list of the given Player's friends. 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. A partial list of friends may be returned, depending on how many friends the player has. See CoreFriendCollection for information on retrieving more results. If a player has no friends, or when called in multiplayer preview mode for a bot player, an empty CoreFriendCollection will be returned. |
None |
Examples
Example using:
GetFriends
In this client script, a function is setup to gather the names and ID of all players that are Core friends of the local player. The function is then called and the data is printed out to the Event Log. The pagination aspect of the friend collection, with GetMoreResults()
is worth considering as part of the game's user interface, instead of collecting the entire data set as in this example. That is because these CoreSocial functions yield the thread as they wait for the results, which might cause the UI to freeze for players that have hundreds of friends.
function GetAllFriendEntries(player)
local friendCollection = CoreSocial.GetFriends(player)
local entries = friendCollection:GetResults()
while true do
friendCollection = friendCollection:GetMoreResults()
if friendCollection then
local moreEntries = friendCollection:GetResults()
for _,entry in ipairs(moreEntries) do
table.insert(entries, entry)
end
else
break
end
end
return entries
end
local player = Game.GetLocalPlayer()
print("All friends of " .. player.name .. ":")
local entries = GetAllFriendEntries(player)
for _,entry in ipairs(entries) do
print(entry.name .. " : " .. entry.id)
end
See also: CoreFriendCollection.GetResults | CoreFriendCollectionEntry.id | Game.GetLocalPlayer
Example using:
GetFriends
In this second example, pagination is used to peruse the player's friend list. The size of the page is flexible, to best fit the user interface and not tied to the return limits of GetResults()
. UI buttons could be tied to the NextPage()
and PreviousPage()
functions, but here we demonstrate by printing out all the pages into the Event Log. The functions HasNextPage()
and HasPreviousPage()
can be used to disable/enable the next & previous buttons.
local PLAYER = Game.GetLocalPlayer()
local PAGE_SIZE = 5
local currentPageIndex = 1
local friendCollection = nil
local allEntries = nil
local currentPage = nil
local moreToLoad = true
local pageCount = 0
function Init()
friendCollection = CoreSocial.GetFriends(PLAYER)
local entries = friendCollection:GetResults()
if allEntries == nil then
allEntries = entries
else
for _,entry in ipairs(entries) do
table.insert(allEntries, entry)
end
end
if #allEntries < PAGE_SIZE * 2 then
LoadMore()
end
UpdateCurrentPage()
end
function UpdateCurrentPage()
pageCount = math.ceil(#allEntries / PAGE_SIZE)
currentPage = {}
local startIndex = (currentPageIndex - 1) * PAGE_SIZE + 1
local endIndex = startIndex + PAGE_SIZE - 1
for i = startIndex, endIndex do
if i > #allEntries then
return currentPage
end
table.insert(currentPage, allEntries[i])
end
return currentPage
end
function LoadMore()
friendCollection = friendCollection:GetMoreResults()
if friendCollection then
local moreEntries = friendCollection:GetResults()
for _,entry in ipairs(moreEntries) do
table.insert(allEntries, entry)
end
else
moreToLoad = false
end
end
function NextPage()
if moreToLoad and (currentPageIndex + 2) * PAGE_SIZE > #allEntries then
LoadMore()
end
if currentPageIndex * PAGE_SIZE + 1 <= #allEntries then
currentPageIndex = currentPageIndex + 1
end
return UpdateCurrentPage()
end
function PreviousPage()
if currentPageIndex <= 1 then
return currentPage
end
currentPageIndex = currentPageIndex - 1
return UpdateCurrentPage()
end
function HasNextPage()
return currentPageIndex < pageCount
end
function HasPreviousPage()
return currentPageIndex > 1
end
Init()
-- Print all pages to the Event Log
function PrintCurrentPage()
print("\nPage " .. currentPageIndex)
for _,entry in ipairs(currentPage) do
print(entry.name .. " : " .. entry.id)
end
end
PrintCurrentPage()
while HasNextPage() do
NextPage()
PrintCurrentPage()
end
See also: CoreFriendCollection.GetResults | CoreFriendCollectionEntry.name | Game.GetLocalPlayer
Example using:
IsFriendsWithLocalPlayer
In this example, when a player joins the game, we look through all other players to see if one of them is friends with the new player. If that's the case, then we send a message to the server to request a change of team, so the players can be on the same team.
-- Client script, goes inside a client context
local player = Game.GetLocalPlayer()
for _, p in ipairs(Game.GetPlayers()) do
if player ~= p and CoreSocial.IsFriendsWithLocalPlayer(p) then
local friendId = p.id
Events.BroadcastToServer("Friendly", friendId)
break
end
end
-- Server script, can be in default context or server context
function OnFriendly(player, friendId)
local friendPlayer = Game.FindPlayer(friendId)
if Object.IsValid(friendPlayer) then
player.team = friendPlayer.team
end
end
Events.ConnectForPlayer("Friendly", OnFriendly)
See also: Game.GetLocalPlayer | Player.id | Events.BroadcastToServer | Object.IsValid
Example using:
IsFriendsWithLocalPlayer
In this client script example a global leaderboard is enriched with additional data about the players, in this case whether the player on the leaderboard is you, or if they are a friend of yours.
local LEADERBOARD_REF = script:GetCustomProperty("LeaderboardRef")
-- Wait for leaderboards to load.
-- If a score has never been submitted it will stay in this loop forever
while not Leaderboards.HasLeaderboards() do
Task.Wait(1)
end
local player = Game.GetLocalPlayer()
local leaderboard = Leaderboards.GetLeaderboard(LEADERBOARD_REF, LeaderboardType.GLOBAL)
for i, entry in ipairs(leaderboard) do
local playerId = entry.id
local additionalMessage = ""
if playerId == player.id then
additionalMessage = "You"
elseif CoreSocial.IsFriendsWithLocalPlayer(playerId) then
additionalMessage = "friend"
end
print(i .. ")", entry.name, ":", entry.score, "- "..additionalMessage)
end
See also: Leaderboards.HasLeaderboards | LeaderboardEntry.id | Game.GetLocalPlayer | Task.Wait | CoreObject.GetCustomProperty