API Reference of GS2-Idle SDK for Game Engine

Model

EzCategoryModel

Category Model Master

A category model is an entity that sets the idle category that can be obtained as a reward for leaving. The settings include information such as the reward for each waiting time and the maximum idle time.

TypeRequireDefaultLimitationDescription
namestring~ 128 charsCategory Model Name
metadatastring~ 2048 charsmetadata
rewardIntervalMinutesint~ 2147483646Interval at which idle rewards can be obtained (minutes)
defaultMaximumIdleMinutesint~ 2147483646Maximum time to get idle rewards (minutes)
acquireActionsList<EzAcquireActionList>1 ~ 100 itemsList of acquire actions for each waiting time
idlePeriodScheduleIdstring~ 1024 charsGS2-Schedule event GRN with time period used for idle rewards calculation
receivePeriodScheduleIdstring~ 1024 charsGS2-Schedule EventGRN that sets the period during which idle rewards can be obtained

EzStatus

Status

Created when GetIdleStatus is called for the first time, and the idle time count starts from that time. The idle time count is reset when you receive a reward.

If GS2-Schedule events are associated, you cannot access Category before the event is held, and you cannot create a status. If an event is associated, the status holds the number of repetitions of the event. If the current event ID and the event ID at the time of status creation do not match, if the number of repetitions of the current event and the number of repetitions held by the status do not match, or if the status is created before the start time of the event, the waiting time is reset.

TypeRequireDefaultLimitationDescription
categoryNamestring~ 128 charsCategory Model Name
randomSeedlong0~ 9223372036854775805Random seed
idleMinutesint~ 2147483646Idle time
maximumIdleMinutesint0~ 2147483646Maximum idle time

EzConfig

Configration

Set values to be applied to transaction variables

TypeRequireDefaultLimitationDescription
keystring~ 64 charsName
valuestring~ 51200 charsValue

EzAcquireAction

Acquire Action

TypeRequireDefaultLimitationDescription
actionenum {
"Gs2AdReward:AcquirePointByUserId",
"Gs2Dictionary:AddEntriesByUserId",
"Gs2Enchant:ReDrawBalanceParameterStatusByUserId",
"Gs2Enchant:SetBalanceParameterStatusByUserId",
"Gs2Enchant:ReDrawRarityParameterStatusByUserId",
"Gs2Enchant:AddRarityParameterStatusByUserId",
"Gs2Enchant:SetRarityParameterStatusByUserId",
"Gs2Enhance:DirectEnhanceByUserId",
"Gs2Enhance:UnleashByUserId",
"Gs2Enhance:CreateProgressByUserId",
"Gs2Exchange:ExchangeByUserId",
"Gs2Exchange:IncrementalExchangeByUserId",
"Gs2Exchange:CreateAwaitByUserId",
"Gs2Exchange:AcquireForceByUserId",
"Gs2Exchange:SkipByUserId",
"Gs2Experience:AddExperienceByUserId",
"Gs2Experience:SetExperienceByUserId",
"Gs2Experience:AddRankCapByUserId",
"Gs2Experience:SetRankCapByUserId",
"Gs2Experience:MultiplyAcquireActionsByUserId",
"Gs2Formation:AddMoldCapacityByUserId",
"Gs2Formation:SetMoldCapacityByUserId",
"Gs2Formation:AcquireActionsToFormProperties",
"Gs2Formation:SetFormByUserId",
"Gs2Formation:AcquireActionsToPropertyFormProperties",
"Gs2Friend:UpdateProfileByUserId",
"Gs2Grade:AddGradeByUserId",
"Gs2Grade:ApplyRankCapByUserId",
"Gs2Grade:MultiplyAcquireActionsByUserId",
"Gs2Guild:IncreaseMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Guild:SetMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Idle:IncreaseMaximumIdleMinutesByUserId",
"Gs2Idle:SetMaximumIdleMinutesByUserId",
"Gs2Idle:ReceiveByUserId",
"Gs2Inbox:SendMessageByUserId",
"Gs2Inventory:AddCapacityByUserId",
"Gs2Inventory:SetCapacityByUserId",
"Gs2Inventory:AcquireItemSetByUserId",
"Gs2Inventory:AcquireItemSetWithGradeByUserId",
"Gs2Inventory:AddReferenceOfByUserId",
"Gs2Inventory:DeleteReferenceOfByUserId",
"Gs2Inventory:AcquireSimpleItemsByUserId",
"Gs2Inventory:SetSimpleItemsByUserId",
"Gs2Inventory:AcquireBigItemByUserId",
"Gs2Inventory:SetBigItemByUserId",
"Gs2JobQueue:PushByUserId",
"Gs2Limit:CountDownByUserId",
"Gs2Limit:DeleteCounterByUserId",
"Gs2LoginReward:DeleteReceiveStatusByUserId",
"Gs2LoginReward:UnmarkReceivedByUserId",
"Gs2Lottery:DrawByUserId",
"Gs2Lottery:ResetBoxByUserId",
"Gs2Mission:RevertReceiveByUserId",
"Gs2Mission:IncreaseCounterByUserId",
"Gs2Mission:SetCounterByUserId",
"Gs2Money:DepositByUserId",
"Gs2Money:RevertRecordReceipt",
"Gs2Money2:DepositByUserId",
"Gs2Quest:CreateProgressByUserId",
"Gs2Schedule:TriggerByUserId",
"Gs2Script:InvokeScript",
"Gs2SerialKey:RevertUseByUserId",
"Gs2SerialKey:IssueOnce",
"Gs2Showcase:DecrementPurchaseCountByUserId",
"Gs2Showcase:ForceReDrawByUserId",
"Gs2SkillTree:MarkReleaseByUserId",
"Gs2Stamina:RecoverStaminaByUserId",
"Gs2Stamina:RaiseMaxValueByUserId",
"Gs2Stamina:SetMaxValueByUserId",
"Gs2Stamina:SetRecoverIntervalByUserId",
"Gs2Stamina:SetRecoverValueByUserId",
"Gs2StateMachine:StartStateMachineByUserId",
}
~ 128 charsTypes of actions to be performed in the acquire action
requeststring~ 1048576 charsJSON of request

EzAcquireActionList

Acquisition Action List

TypeRequireDefaultLimitationDescription
acquireActionsList<EzAcquireAction>~ 100 itemsList of Acquire Action

Methods

getCategoryModel

Obtain category model information

Get rank cap information and rank-up threshold information by specifying idle type name.

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name
categoryNamestring~ 128 charsCategory Model Name

Result

TypeDescription
itemEzCategoryModelCategory Model

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).CategoryModel(
        categoryName: "category-0001"
    );
    var item = await domain.ModelAsync();
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).CategoryModel(
        categoryName: "category-0001"
    );
    var future = domain.Model();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->CategoryModel(
        "category-0001" // categoryName
    );
    const auto Future = Domain->Model();
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }
Value change event handling
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).CategoryModel(
        categoryName: "category-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).CategoryModel(
        categoryName: "category-0001"
    );
    var future = domain.Model();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->CategoryModel(
        "category-0001" // categoryName
    );
    
    // Start event handling
    const auto CallbackId = Domain->Subscribe(
        [](TSharedPtr<Gs2::Idle::Model::FCategoryModel> value) {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    Domain->Unsubscribe(CallbackId);

listCategoryModels

Get list of category model information

Obtain information on rank caps and rank advancement thresholds. Use this model data if you want to display in-game information such as the amount of idle required to gain before the next rank-up.

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name

Result

TypeDescription
itemsList<EzCategoryModel>List of Category Model

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    );
    var items = await domain.CategoryModelsAsync(
    ).ToListAsync();
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    );
    var it = domain.CategoryModels(
    );
    List<EzCategoryModel> items = new List<EzCategoryModel>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    );
    const auto It = Domain->CategoryModels(
    );
    TArray<Gs2::UE5::Idle::Model::FEzCategoryModelPtr> Result;
    for (auto Item : *It)
    {
        if (Item.IsError())
        {
            return false;
        }
        Result.Add(Item.Current());
    }
Value change event handling
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    );
    
    // Start event handling
    var callbackId = domain.SubscribeCategoryModels(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeCategoryModels(callbackId);
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    );
    var it = domain.CategoryModels(
    );
    List<EzCategoryModel> items = new List<EzCategoryModel>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    );
    
    // Start event handling
    const auto CallbackId = Domain->SubscribeCategoryModels(
        []() {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    Domain->UnsubscribeCategoryModels(CallbackId);

getStatus

Get status information by idle type and property ID

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name
categoryNamestring~ 128 charsCategory Model Name
accessTokenstring~ 128 charsUser Id

Result

TypeDescription
itemEzStatusStatus

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var item = await domain.ModelAsync();
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var future = domain.Model();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "category-0001" // categoryName
    );
    const auto Future = Domain->Model();
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }
Value change event handling
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var future = domain.Model();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "category-0001" // categoryName
    );
    
    // Start event handling
    const auto CallbackId = Domain->Subscribe(
        [](TSharedPtr<Gs2::Idle::Model::FStatus> value) {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    Domain->Unsubscribe(CallbackId);

listStatuses

Get list of status information

The idle type name is optional; if not specified, all status information belonging to the game player is retrieved.

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name
accessTokenstring~ 128 charsUser Id
pageTokenstring~ 1024 charsToken specifying the position from which to start acquiring data
limitint301 ~ 1000Number of data acquired

Result

TypeDescription
itemsList<EzStatus>List of Status
nextPageTokenstringPage token to retrieve the rest of the listing

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    var items = await domain.StatusesAsync(
    ).ToListAsync();
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    var it = domain.Statuses(
    );
    List<EzStatus> items = new List<EzStatus>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    );
    const auto It = Domain->Statuses(
    );
    TArray<Gs2::UE5::Idle::Model::FEzStatusPtr> Result;
    for (auto Item : *It)
    {
        if (Item.IsError())
        {
            return false;
        }
        Result.Add(Item.Current());
    }
Value change event handling
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    
    // Start event handling
    var callbackId = domain.SubscribeStatuses(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeStatuses(callbackId);
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    var it = domain.Statuses(
    );
    List<EzStatus> items = new List<EzStatus>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    );
    
    // Start event handling
    const auto CallbackId = Domain->SubscribeStatuses(
        []() {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    Domain->UnsubscribeStatuses(CallbackId);

prediction

Get list of rewards

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name
categoryNamestring~ 128 charsCategory Model Name
accessTokenstring~ 128 charsUser Id

Result

TypeDescription
itemsList<EzAcquireAction>Rewards
statusEzStatusStatus

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var result = await domain.PredictionAsync(
    );
    var item = await result.ModelAsync();
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var future = domain.PredictionFuture(
    );
    yield return future;
    if (future.Error != null)
    {
        onError.Invoke(future.Error, null);
        yield break;
    }
    var future2 = future.Result.Model();
    yield return future2;
    if (future2.Error != null)
    {
        onError.Invoke(future2.Error, null);
        yield break;
    }
    var result = future2.Result;
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "category-0001" // categoryName
    );
    const auto Future = Domain->Prediction(
    );
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }

    // obtain changed values / result values
    const auto Future2 = Future->GetTask().Result()->Model();
    Future2->StartSynchronousTask();
    if (Future2->GetTask().IsError())
    {
        return Future2->GetTask().Error();
    }
    const auto Result = Future2->GetTask().Result();

receive

Receive rewards

Request

TypeRequireDefaultLimitationDescription
namespaceNamestring~ 128 charsNamespace name
categoryNamestring~ 128 charsCategory Model Name
accessTokenstring~ 128 charsUser Id

Result

TypeDescription
itemsList<EzAcquireAction>Rewards
statusEzStatusUpdated Status
transactionIdstringIssed transaction ID
stampSheetstringStamp sheet used to execute the quest initiation process
stampSheetEncryptionKeyIdstringCryptographic key GRN used for stamp sheet signature calculations
autoRunStampSheetboolIs transaction auto-execution enabled?

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var result = await domain.ReceiveAsync(
    );
    // New Experience ではスタンプシートはSDKレベルで自動的に実行されます。
    // エラーが発生すると TransactionException がスローされます。
    // TransactionException::Retry() でリトライが可能です。
    // In New Experience, stamp sheets are automatically executed at the SDK level.
    // If an error occurs, a TransactionException is thrown.
    // you can retry with TransactionException::Retry().
    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var future = domain.ReceiveFuture(
    );
    yield return future;
    if (future.Error != null)
    {
        onError.Invoke(future.Error, null);
        yield break;
    }
    // New Experience ではスタンプシートはSDKレベルで自動的に実行されます。
    // エラーが発生すると TransactionException がスローされます。
    // TransactionException::Retry() でリトライが可能です。
    // In New Experience, stamp sheets are automatically executed at the SDK level.
    // If an error occurs, a TransactionException is thrown.
    // you can retry with TransactionException::Retry().
    const auto Domain = Gs2->Idle->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "category-0001" // categoryName
    );
    const auto Future = Domain->Receive(
    );
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }