Working with Source Code (C# 7.3)
Accessing game data during runtime is possible by utilizing the generated source code.
This section provides examples using default class names, but it is possible to customize class names during the source code generation process. Additionally, this customization allows to avoid naming collisions with existing code.
Loading Game Data
The following C# code creates GameData class and loads your game data into memory.
using System.IO;
var fileStream = File.OpenRead("RpgGameData.gdjs"); // or .json
var gameData = new GameData(fileStream, new Formatters.GameDataLoadOptions {
Format = Formatters.Format.Json,
// Patches = new [] { patchStream1, patchStream2, ... }
});
fileStream.Dispose();
The file RpgGameData.gdjs could be published game data or original database file (.gdjs or .gdmp).
Accessing Documents
You can access your documents as a list:
var allHeroes = gameData.AllHeroes.AsList // -> IReadOnlyList<Hero>
var heroes = gameData.Heroes.AsList // -> IReadOnlyList<Hero>
Or you can access specific documents by their Id or Unique properties:
var heroById = gameData.AllHeroes.Get(heroId); // -> Hero
var heroByName = gameData.AllHeroes.ByName().Get(heroName); // -> Hero
Settings schemas are accessed by name:
var startingHeroes = gameData.StartingSet.Heroes; // -> IReadOnlyList<Hero>
Formulas
Each formula property in your schema generates a dedicated partial class — for example
a property named LevelUpConditionsCheck with return type bool and one parameter
stats of type HeroStats produces:
// Formula Signature: (HeroStats stats) -> bool
public partial class LevelUpConditionsCheckFormula
{
public bool Invoke(HeroStats stats);
}
Calling a Formula
Formula properties are stored as read-only properties on the owning document. Call
Invoke with the required arguments to evaluate the expression:
var hero = gameData.AllHeroes.Get("hero_01");
if (hero?.LevelUpConditionsCheck != null)
{
// formula: stats.Experience >= this.Levels[stats.Level].ExperienceToLevelUp
// where `this` is a reference to the Hero document
bool result = hero.LevelUpConditionsCheck.Invoke(heroStats);
}
If evaluation or compilation fails, Invoke throws FormulaException with
a message describing the failure and the formula expression that caused it.
Formula Scope
Every formula expression has two implicit identifiers available without a qualifier:
this— the document instance that declares the formula property. For a formula property defined on theHeroschema,thisrefers to theHeroobject being evaluated.GameData— the rootGameDatainstance, giving access to all other documents and settings.
Consider a Hero schema with a numeric property BaseDamage and a formula property
DamageFormula with signature (int multiplier) -> int. The formula expression can
reference this.BaseDamage directly:
this.BaseDamage * multiplier
When hero.DamageFormula.Invoke(/* multiplier */ 5) is called on a Hero whose
BaseDamage is 10, the expression evaluates 10 * 5 and returns 50.
Formula Syntax
Formula expressions use C# 3.5 syntax with several extensions:
?.— null-conditional member access (this.Target?.Health)?[— null-conditional index access (list?[0])??— null-coalescing operator (value ?? 0)**— exponentiation operator (base ** exponent)
Unlike the UE C++ generator, lambda expressions and explicit generic type arguments are fully supported:
items.Where(x => x.Active).Sum(x => x.Value)
Member and method dispatch is dynamic: property and method names are resolved at
evaluation time against the actual object instance. This means type mismatches surface at
runtime (as an FormulaException) rather than at compile time.
Supported value types are the standard .NET primitives (bool, int, long,
float, double, string, DateTime, TimeSpan) plus any type explicitly
registered in the formula’s known-types list via the Specification field of the schema
property.
Generated Code Contract
The generated C# API is read-only by design:
Document classes expose only public getters — there are no public property setters.
Collections are typed as
IReadOnlyList<T>orIReadOnlyDictionary<TKey, TValue>.After the
GameDataconstructor returns, all documents and collections are frozen. Attempting to modify internal state via reflection or unsafe casts will corrupt the object graph.Some properties — notably resolved cross-document references and formula results — are computed lazily on first access and cached internally. This is an implementation detail; the observable value never changes after load.
The intended usage pattern is: load once, read many times, never write.
Note
Do not assign to, replace, or clear any collection or document property obtained from
GameData or its documents. To add computed or derived data, extend the generated
classes with partial classes instead.
Extension of Generated Code
Partial Classes and Methods
When generating source code for game data, the resulting C# classes are declared as partial. This means that the classes can be extended by the programmer to add custom functionality.
For example, let’s say that you have generated a GameData class for your game data. This class contains properties and methods for accessing and manipulating the data. However, you want to add some custom functionality to this class, such as a method for getting specific documents by criteria.
To do this, you can create a new C# file and declare a partial class with the same name as the generated GameData class. You can then define your custom method in this class, and it will be merged with the generated class at compile time.
Here is an example of how this could look:
// should be in same namespace as generated GameData class
public partial class GameData {
public IEnumerable<Hero> GetReligiousHeroes() {
return this.AllHeroes.AsList.Where(hero => hero.Religious);
}
}
In this example, the GameData class is declared as partial, and two partial classes are defined with the same name: one generated by the source code generation process and one containing custom code added by the programmer.
By using partial classes in this way, you can extend the functionality of the generated classes without modifying the generated code directly. This allows you to keep your custom code separate from the generated code, making it easier to maintain and update your game data classes over time.
There is also extension point on GameData class:
partial void OnInitialize(); // Called after loading and prepping all data.
Customizing Attributes
You can append additional C# Attributes to the generated classes and their properties by modifying the Specification field of the related schema or property.
Attributes are specified using the csAttribute key in the Specification string, which uses the application/x-www-form-urlencoded format.
To help construct the correct value, you can use a spreadsheet formula (e.g., in Excel or Google Sheets):
# Place your attribute in cell A1
=TEXTJOIN("&", 1, IF(ISBLANK(A1), "", "&csAttribute=" & ENCODEURL(A1)))
Alternatively, use JavaScript to generate the encoded string:
const params = new URLSearchParams();
params.append("csAttribute", "Obsolete(\"Value is obsolete, do not use\")");
console.log(params.toString());
// → csAttribute=Obsolete%28%22Value%20is%20obsolete%2C%20do%20not%20use%22%29
After obtaining the encoded string, append it to the existing Specification value.
Example:
# Original Specification value:
icon=material&group=Metadata
# New attribute to add:
csAttribute=Obsolete%28%22Value%20is%20obsolete%2C%20do%20not%20use%22%29
# Final Specification value:
icon=material&group=Metadata&csAttribute=Obsolete%28%22Value%20is%20obsolete%2C%20do%20not%20use%22%29
You can add multiple attributes by including multiple csAttribute keys:
csAttribute=Serializable&csAttribute=DebuggerDisplay%28%22Id%3D%7BId%7D%22%29
These attributes will be emitted directly into the generated C# code, attached to the appropriate class or property.