GS2-Idle SDK for Game Engine API Reference

Specifications of models and API references for GS2-Idle SDK for Game Engine

Models

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.

Type Condition Required Default Value Limits Description
categoryName string
~ 128 chars Category Model Name
The name of the category model that this status belongs to. References the category model definition which contains the reward interval, maximum idle time, acquire actions, and schedule settings used for idle reward calculation.
randomSeed long 0 0 ~ 9223372036854775805 Random Seed
A seed value used for deterministic random number generation when calculating idle rewards. Ensures that reward calculations are reproducible and consistent, allowing the server to verify reward results. Updated each time rewards are received.
idleMinutes int
0 ~ 2147483646 Idle Minutes
The accumulated idle time in minutes since the last reward claim or status creation. This value is calculated from the elapsed time since idleStartedAt and is capped at maximumIdleMinutes. The number of available rewards is determined by dividing this value by the category model’s rewardIntervalMinutes.
maximumIdleMinutes int 0 0 ~ 2147483646 Maximum Idle Minutes
The maximum idle time in minutes that this status can accumulate. Initialized from the category model’s defaultMaximumIdleMinutes when the status is created. Can be increased per-user via acquire actions, allowing premium users or event participants to accumulate more idle rewards.

EzCategoryModel

Category Model

A Category Model is an entity that defines a waiting category in which idle rewards can be earned over time. The settings include information such as the reward for each waiting time and the maximum idle time.

Type Condition Required Default Value Limits Description
name string
~ 128 chars Category Model name
Category Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
metadata string ~ 2048 chars Metadata
Arbitrary values can be set in the metadata.
Since they do not affect GS2’s behavior, they can be used to store information used in the game.
rewardIntervalMinutes int
0 ~ 2147483646 Reward Interval (Minutes)
The time interval in minutes between each idle reward. For example, if set to 60, the user earns one reward unit for every 60 minutes of idle time. The total number of rewards is calculated as (elapsed idle minutes) / rewardIntervalMinutes, cycling through the acquireActions array.
defaultMaximumIdleMinutes int
0 ~ 2147483646 Default Maximum Idle Time (Minutes)
The default maximum idle time in minutes for new statuses in this category. Idle time beyond this limit does not accumulate additional rewards. This value is copied to each status’s maximumIdleMinutes when the status is created, and can be extended per-user via transactions.
acquireActions List<EzAcquireActionList> [] 1 ~ 100 items List of acquire actions for each waiting time
Assuming that the waiting time is “X minutes”,
“X / rewardIntervalMinutes” will be the number of rewards that can be received, but by looping the elements specified in this array, different rewards can be given for each waiting time.
idlePeriodScheduleId string ~ 1024 chars Idle Period Schedule ID
The GRN of a GS2-Schedule event that defines the time period during which idle time accumulates. When set, idle time only counts while the event is active. If the event repeats, the status tracks the repetition count and resets idle time when a new cycle begins, ensuring rewards are calculated per event period.
receivePeriodScheduleId string ~ 1024 chars Receive Period Schedule ID
The GRN of a GS2-Schedule event that defines the time window during which users can claim accumulated idle rewards. When set, reward claims are only accepted while the event is active. This allows time-limited reward collection periods separate from the idle accumulation period.

EzConfig

Configuration

Configuration values applied to transaction variables

Type Condition Required Default Value Limits Description
key string
~ 64 chars Name
value string ~ 51200 chars Value

EzAcquireAction

Acquire Action

Represents a single acquire action used as an idle reward. Consists of an action type (e.g., add items, increase currency) and its request parameters. When idle rewards are claimed, these actions are assembled into transactions and executed to deliver the rewards to the user.

Type Condition Required Default Value Limits Description
action string (enum)
enum {
"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",
"Gs2Schedule:ExtendTriggerByUserId",
"Gs2Script:InvokeScript",
"Gs2SerialKey:RevertUseByUserId",
"Gs2SerialKey:IssueOnce",
"Gs2Showcase:DecrementPurchaseCountByUserId",
"Gs2Showcase:ForceReDrawByUserId",
"Gs2SkillTree:MarkReleaseByUserId",
"Gs2Stamina:RecoverStaminaByUserId",
"Gs2Stamina:RaiseMaxValueByUserId",
"Gs2Stamina:SetMaxValueByUserId",
"Gs2Stamina:SetRecoverIntervalByUserId",
"Gs2Stamina:SetRecoverValueByUserId",
"Gs2StateMachine:StartStateMachineByUserId",
}
Type of Acquire Action
request string
~ 524288 chars JSON string of the request used when executing the action

EzAcquireActionList

Acquire Action List

A wrapper that groups multiple acquire actions to be granted together for a single reward interval. Each AcquireActionList corresponds to one reward cycle in the category model’s acquireActions array, enabling different reward combinations at each interval.

Type Condition Required Default Value Limits Description
acquireActions List<EzAcquireAction> [] 0 ~ 100 items List of Acquire Actions
The collection of acquire actions that are executed together when this reward interval is triggered. Multiple actions can be combined to grant different types of rewards simultaneously for a single idle reward cycle. Up to 100 actions per list.

EzVerifyActionResult

Verify Action execution result

Type Condition Required Default Value Limits Description
action string (enum)
enum {
"Gs2Dictionary:VerifyEntryByUserId",
"Gs2Distributor:IfExpressionByUserId",
"Gs2Distributor:AndExpressionByUserId",
"Gs2Distributor:OrExpressionByUserId",
"Gs2Enchant:VerifyRarityParameterStatusByUserId",
"Gs2Experience:VerifyRankByUserId",
"Gs2Experience:VerifyRankCapByUserId",
"Gs2Grade:VerifyGradeByUserId",
"Gs2Grade:VerifyGradeUpMaterialByUserId",
"Gs2Guild:VerifyCurrentMaximumMemberCountByGuildName",
"Gs2Guild:VerifyIncludeMemberByUserId",
"Gs2Inventory:VerifyInventoryCurrentMaxCapacityByUserId",
"Gs2Inventory:VerifyItemSetByUserId",
"Gs2Inventory:VerifyReferenceOfByUserId",
"Gs2Inventory:VerifySimpleItemByUserId",
"Gs2Inventory:VerifyBigItemByUserId",
"Gs2Limit:VerifyCounterByUserId",
"Gs2Matchmaking:VerifyIncludeParticipantByUserId",
"Gs2Mission:VerifyCompleteByUserId",
"Gs2Mission:VerifyCounterValueByUserId",
"Gs2Ranking2:VerifyGlobalRankingScoreByUserId",
"Gs2Ranking2:VerifyClusterRankingScoreByUserId",
"Gs2Ranking2:VerifySubscribeRankingScoreByUserId",
"Gs2Schedule:VerifyTriggerByUserId",
"Gs2Schedule:VerifyEventByUserId",
"Gs2SerialKey:VerifyCodeByUserId",
"Gs2Stamina:VerifyStaminaValueByUserId",
"Gs2Stamina:VerifyStaminaMaxValueByUserId",
"Gs2Stamina:VerifyStaminaRecoverIntervalMinutesByUserId",
"Gs2Stamina:VerifyStaminaRecoverValueByUserId",
"Gs2Stamina:VerifyStaminaOverflowValueByUserId",
}
Type of Verify Action
verifyRequest string
~ 524288 chars JSON string of the request used when executing the action
statusCode int 0 ~ 999 Status code
verifyResult string ~ 1048576 chars Result content

EzConsumeActionResult

Consume Action execution result

Type Condition Required Default Value Limits Description
action string (enum)
enum {
"Gs2AdReward:ConsumePointByUserId",
"Gs2Dictionary:DeleteEntriesByUserId",
"Gs2Enhance:DeleteProgressByUserId",
"Gs2Exchange:DeleteAwaitByUserId",
"Gs2Experience:SubExperienceByUserId",
"Gs2Experience:SubRankCapByUserId",
"Gs2Formation:SubMoldCapacityByUserId",
"Gs2Grade:SubGradeByUserId",
"Gs2Guild:DecreaseMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Idle:DecreaseMaximumIdleMinutesByUserId",
"Gs2Inbox:OpenMessageByUserId",
"Gs2Inbox:DeleteMessageByUserId",
"Gs2Inventory:ConsumeItemSetByUserId",
"Gs2Inventory:ConsumeSimpleItemsByUserId",
"Gs2Inventory:ConsumeBigItemByUserId",
"Gs2JobQueue:DeleteJobByUserId",
"Gs2Limit:CountUpByUserId",
"Gs2LoginReward:MarkReceivedByUserId",
"Gs2Mission:ReceiveByUserId",
"Gs2Mission:BatchReceiveByUserId",
"Gs2Mission:DecreaseCounterByUserId",
"Gs2Mission:ResetCounterByUserId",
"Gs2Money:WithdrawByUserId",
"Gs2Money:RecordReceipt",
"Gs2Money2:WithdrawByUserId",
"Gs2Money2:VerifyReceiptByUserId",
"Gs2Quest:DeleteProgressByUserId",
"Gs2Ranking2:CreateGlobalRankingReceivedRewardByUserId",
"Gs2Ranking2:CreateClusterRankingReceivedRewardByUserId",
"Gs2Schedule:DeleteTriggerByUserId",
"Gs2SerialKey:UseByUserId",
"Gs2Showcase:IncrementPurchaseCountByUserId",
"Gs2SkillTree:MarkRestrainByUserId",
"Gs2Stamina:DecreaseMaxValueByUserId",
"Gs2Stamina:ConsumeStaminaByUserId",
}
Type of Consume Action
consumeRequest string
~ 524288 chars JSON string of the request used when executing the action
statusCode int 0 ~ 999 Status code
consumeResult string ~ 1048576 chars Result content

EzAcquireActionResult

Acquire Action execution result

Type Condition Required Default Value Limits Description
action string (enum)
enum {
"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",
"Gs2Schedule:ExtendTriggerByUserId",
"Gs2Script:InvokeScript",
"Gs2SerialKey:RevertUseByUserId",
"Gs2SerialKey:IssueOnce",
"Gs2Showcase:DecrementPurchaseCountByUserId",
"Gs2Showcase:ForceReDrawByUserId",
"Gs2SkillTree:MarkReleaseByUserId",
"Gs2Stamina:RecoverStaminaByUserId",
"Gs2Stamina:RaiseMaxValueByUserId",
"Gs2Stamina:SetMaxValueByUserId",
"Gs2Stamina:SetRecoverIntervalByUserId",
"Gs2Stamina:SetRecoverValueByUserId",
"Gs2StateMachine:StartStateMachineByUserId",
}
Type of Acquire Action
acquireRequest string
~ 524288 chars JSON string of the request used when executing the action
statusCode int 0 ~ 999 Status code
acquireResult string ~ 1048576 chars Result content

EzTransactionResult

Transaction execution result

Result of a transaction executed using the server-side automatic execution feature

Type Condition Required Default Value Limits Description
transactionId string
36 ~ 36 chars Transaction ID
verifyResults List<EzVerifyActionResult> 0 ~ 10 items List of verify action execution results
consumeResults List<EzConsumeActionResult> [] 0 ~ 10 items List of Consume Action execution results
acquireResults List<EzAcquireActionResult> [] 0 ~ 100 items List of Acquire Action execution results

Methods

getCategoryModel

Get a specific idle reward category definition by name

Retrieves a single idle reward category model by specifying its name. The returned information includes the reward interval (how many minutes between each reward), the maximum idle time cap, what rewards are granted, and schedule settings. Use this to display the details of a specific idle reward type — for example, showing “Gold Mine — Earn 10 gold every 30 minutes — Max accumulation: 8 hours — Currently: 160 gold ready to claim”.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
categoryName string
~ 128 chars Category Model name
Category Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).

Result

Type Description
item EzCategoryModel Category 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.ModelFuture();
    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"
    );
    
    // 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);
    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 a list of idle reward category definitions

Retrieves all idle reward categories registered in this namespace. A category model defines how AFK (idle) rewards work — how often rewards accumulate (e.g., every 10 minutes), the maximum idle time (e.g., up to 8 hours), what rewards the player gets, and whether the timer resets after claiming. You can also link categories to a schedule to control when idle rewards are active (e.g., only during weekday events). Use this to show the player what types of idle rewards are available — for example, “Gold Mine (10 gold every 30 min, max 8 hours)” and “XP Training (50 XP every hour, max 24 hours)”.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).

Result

Type Description
items List<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"
    );
    
    // Start event handling
    var callbackId = domain.SubscribeCategoryModels(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeCategoryModels(callbackId);
    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 the idle reward status for a specific category

Retrieves the player’s idle reward status for a specific category. The status includes when the idle timer started and the current maximum idle time. If no status exists yet, it is automatically created with the current time as the start. Use this to display a specific idle reward’s progress — for example, “Gold Mine — Idling for 4h 30m / 8h max — 90 gold ready to claim”.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
categoryName string
~ 128 chars Category Model Name
The name of the category model that this status belongs to. References the category model definition which contains the reward interval, maximum idle time, acquire actions, and schedule settings used for idle reward calculation.
gameSession GameSession
GameSession

Result

Type Description
item EzStatus Status

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.ModelFuture();
    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"
    );
    
    // 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);
    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 a list of the player’s idle reward statuses

Retrieves all idle reward statuses for the player across all categories. Each status shows when the player started idling (when they last claimed rewards or when the timer started) and the current maximum idle time. Use this to build an “Idle Rewards” overview screen — for example, showing “Gold Mine: 4h 30m accumulated, XP Training: 1h 15m accumulated” with a “Claim” button for each.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
gameSession GameSession
GameSession
pageToken string ~ 1024 chars Token specifying the position from which to start acquiring data
limit int 30 1 ~ 1000 Number of data items to retrieve

Result

Type Description
items List<EzStatus> List of Status
nextPageToken string Page 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
    );
    
    // Start event handling
    var callbackId = domain.SubscribeStatuses(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeStatuses(callbackId);
    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

Preview the idle rewards that can be claimed right now

Calculates and returns the rewards the player would receive if they claimed right now, without actually claiming them. The reward amount is based on how long the player has been idling divided by the reward interval, capped by the maximum idle time. This does not reset the timer or grant any rewards — it’s a read-only preview. Use this to show what the player will get before they press the “Claim” button — for example, “You will receive: 90 Gold, 5 Gems”.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
categoryName string
~ 128 chars Category Model Name
The name of the category model that this status belongs to. References the category model definition which contains the reward interval, maximum idle time, acquire actions, and schedule settings used for idle reward calculation.
gameSession GameSession
GameSession

Result

Type Description
items List<EzAcquireAction> Rewards
status EzStatus Status

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.ModelFuture();
    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

Claim the accumulated idle rewards

Claims the idle rewards that have accumulated based on the player’s idle time for the specified category. The reward amount is calculated from how long the player has been idling, divided by the reward interval, and capped by the maximum idle time. After claiming, the idle timer resets and starts accumulating again from zero. Use this for the “Claim Rewards” or “Collect” button on the idle rewards screen — for example, the player taps “Collect” and receives “90 Gold, 5 Gems” that accumulated while they were away.

Request

Type Condition Required Default Value Limits Description
namespaceName string
~ 128 chars Namespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
categoryName string
~ 128 chars Category Model Name
The name of the category model that this status belongs to. References the category model definition which contains the reward interval, maximum idle time, acquire actions, and schedule settings used for idle reward calculation.
gameSession GameSession
GameSession

Result

Type Description
items List<EzAcquireAction> Rewards
status EzStatus Status updated
transactionId string Issued transaction ID
stampSheet string Stamp sheet used to execute the quest initiation process
stampSheetEncryptionKeyId string Cryptographic key GRN used for stamp sheet signature calculations
autoRunStampSheet bool Whether automatic transaction execution is enabled
atomicCommit bool Whether to commit the transaction atomically
transaction string Issued transaction
transactionResult EzTransactionResult Transaction execution result

Implementation Example

    var domain = gs2.Idle.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        categoryName: "category-0001"
    );
    var result = await domain.ReceiveAsync(
    );
    // 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;
    }
    // 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;
    }