what are developer products in roblox code example
Example: developer product roblox
local MarketplaceService = game:GetService("MarketplaceService")local DataStoreService = game:GetService("DataStoreService")local Players = game:GetService("Players") -- Data store for tracking purchases that were successfully processedlocal purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory") -- Table setup containing product IDs and functions for handling purchaseslocal productFunctions = {}-- ProductId 123123 for a full healproductFunctions[123123] = function(receipt, player) -- Logic/code for player buying a full heal (may vary) if player.Character and player.Character:FindFirstChild("Humanoid") then -- Heal the player to full health player.Character.Humanoid.Health = player.Character.Humanoid.MaxHealth -- Indicate a successful purchase return true endend-- ProductId 456456 for 100 goldproductFunctions[456456] = function(receipt, player) -- Logic/code for player buying 100 gold (may vary) local stats = player:FindFirstChild("leaderstats") local gold = stats and stats:FindFirstChild("Gold") if gold then gold.Value = gold.Value + 100 -- Indicate a successful purchase return true endend -- The core 'ProcessReceipt' callback functionlocal function processReceipt(receiptInfo) -- Determine if the product was already granted by checking the data store local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId local purchased = false local success, errorMessage = pcall(function() purchased = purchaseHistoryStore:GetAsync(playerProductKey) end) -- If purchase was recorded, the product was already granted if success and purchased then return Enum.ProductPurchaseDecision.PurchaseGranted elseif not success then error("Data store error:" .. errorMessage) end -- Find the player who made the purchase in the server local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if not player then -- The player probably left the game -- If they come back, the callback will be called again return Enum.ProductPurchaseDecision.NotProcessedYet end -- Look up handler function from 'productFunctions' table above local handler = productFunctions[receiptInfo.ProductId] -- Call the handler function and catch any errors local success, result = pcall(handler, receiptInfo, player) if not success or not result then warn("Error occurred while processing a product purchase") print("\nProductId:", receiptInfo.ProductId) print("\nPlayer:", player) return Enum.ProductPurchaseDecision.NotProcessedYet end -- Record transaction in data store so it isn't granted again local success, errorMessage = pcall(function() purchaseHistoryStore:SetAsync(playerProductKey, true) end) if not success then error("Cannot save purchase data: " .. errorMessage) end -- IMPORTANT: Tell Roblox that the game successfully handled the purchase return Enum.ProductPurchaseDecision.PurchaseGrantedend -- Set the callback; this can only be done once by one script on the server! MarketplaceService.ProcessReceipt = processReceipt