This is a yielding function. When called, it will pause the Lua thread that called the function until a result is ready to be returned, without interrupting other scripts.
For thread safety, this property is not safe to read in an unsynchronized thread.
Reads one or more items from the queue as a single atomic operation.
This method does not automatically delete the returned items from the queue but makes them invisible to other ReadAsync calls for the period of the invisibility timeout. The items must be explicitly removed from the queue with
MemoryStoreQueue/RemoveAsync before the invisibility timeout expires. The invisibility timeout defaults to 30 seconds unless a different value was provided in
Number of items to read. The maximum allowed value of this parameter is 100.
Controls the behavior of the method in the case the queue has fewer than
The duration, in seconds, for which the method will wait if the required number of items is not immediately available in the queue. This parameter can be set to zero to indicate no wait. If this parameter is not provided or set to -1, the method will wait indefinitely.
A tuple of two elements. The first element is an array of item values read from the queue. The second element is a string identifier that should be passed to
Using a MemoryStoreQueue
The following code sample demonstrates using
MemoryStoreQueue/RemoveAsync to reliably read, process, and remove items from a queue. While the processing code can be as complicated as necessary, in this example we simply set a flag in the corresponding datastore item; it guarantees that every item will eventually be processed even if some of the calls encounter errors or the game server crashes:
- If ReadAsync() fails, no items are retrieved from the queue. An item will be picked up for processing during the next iteration of the loop.
- If ReadAsync() succeeds but
DataStoreService/UpdateAsync|ds:UpdateAsyncfails, the item will stay invisible until the queue’s invisibility timeout expires, leading to the item becoming visible again to be returned in a future loop iteration.
- Similarly, if RemoveAsync() fails, the item will become visible again in the future and will be processed again.
Note that depending on where the failure happens, it is possible that an item will be processed more than once and the processing code should account for that. It’s not a problem in this sample code since the end result is the same, even if ds:UpdateAsync is invoked multiple times.