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Getting DataStore Error "DataStore Request Added To Queue, further requests will be dropped"?

Asked by
Soban06 410 Moderation Voter
3 years ago

I have these 2 files (which I will show soon after explaining), called Leader board and Skips. The Leader board files simply creates a leader board and the skips script creates skips inside the player. I am using datastores on both of these scripts (leader board and skips).

I have recently implemented BindToClose() function in my Data Store.

Leaderboard Script:

local DataStoreService = game:GetService("DataStoreService")
local myDataStore = DataStoreService:GetDataStore("LeaderboardSavingSystem")


game.Players.PlayerAdded:Connect(function(player)
    local leaderstats = Instance.new("Folder", player)
    leaderstats.Name = "leaderstats"

    local Checkpoint = Instance.new("IntValue", leaderstats)
    Checkpoint.Name = "Stage"
    Checkpoint.Value = 0

    local coins = Instance.new("IntValue", leaderstats)
    coins.Name = "Coins"
    coins.Value = 0

    local rebirth = Instance.new("IntValue", leaderstats)
    rebirth.Name = "Rebirth"
    rebirth.Value = 0

    --Checkpoint Section
    player.CharacterAdded:Connect(function(character)

        repeat wait() until player.character ~= nil
        local checkpoint = game.Workspace.Checkpoints:FindFirstChild(Checkpoint.Value)
        -- print("Checkpoint: "..tostring(checkpoint))
        -- print("Coins: "..tostring(coins.Value))
        character:WaitForChild("HumanoidRootPart").CFrame = CFrame.new(checkpoint.Position + Vector3.new(0, 2, 0))

    end)

    --Checkpoint Section End's here


    --Data Saving

    local data
    local success, errormessage = pcall(function()

        data = myDataStore:GetAsync(player.UserId)      

    end)

    if success and data then

        coins.Value = data.Coins
        Checkpoint.Value = data.Checkpoint
        rebirth.Value = data.Rebirth

    end


end)



game.Players.PlayerRemoving:Connect(function(player)
    local success, errormessage = pcall(function()

        local data = {

            Coins = player.leaderstats.Coins.Value;
            Checkpoint = player.leaderstats.Stage.Value;
            Rebirth = player.leaderstats.Rebirth.value;

        }

        myDataStore:SetAsync(player.UserId, data)



    end)

        if success then
            print("Data successfully saved!")
        else
            print("There was an error saving the data.")
            warn(errormessage)
        end
end)

game:BindToClose(function()
    print("BindToClose Function For Leaderboard Runs Now!")
    for _, player in pairs(game.Players:GetPlayers()) do -- notice that you can loop through every player left in the server so the function can run for them
        local data = {
            Coins = player.leaderstats.Coins.Value;
            Checkpoint = player.leaderstats.Stage.Value;
            Rebirth = player.leaderstats.Rebirth.value;
        } -- whatever you want to save
        myDataStore:SetAsync(player.UserId, data)
    end
end)



And below is my Skips Script:

local DataStoreService = game:GetService("DataStoreService")
local DataStore = DataStoreService:GetDataStore("SkipsSavingSystem")

game.Players.PlayerAdded:Connect(function(player)
    local SkipStages = Instance.new("Folder", player)
    SkipStages.Name = "SkipStages"

    local Skips = Instance.new("IntValue", SkipStages)
    Skips.Name = "Skips"
    Skips.Value = 3


    local data
    local success, errormessage = pcall(function()
        data = DataStore:GetAsync(player.UserId)
    end)

    if success and data then
        Skips.Value = data.Skips
    else
        print("Error while fetching data!")
        warn(errormessage)
    end


end)


game.Players.PlayerRemoving:Connect(function(player)
    local success, errormessage = pcall(function()
        local data = {
            Skips = player.SkipStages.Skips.Value
        }

        DataStore:SetAsync(player.UserId, data)
    end)

    if success then
        print("Skips Successfully Saved!")
    else
        print("There was an error while saving Skips!")
        warn(errormessage)
    end

end)


game:BindToClose(function()
    print("BindToClose Function For Skips Runs Now!")
    for _, player in pairs(game.Players:GetPlayers()) do -- notice that you can loop through every player left in the server so the function can run for them
        local data = {
            Skips = player.SkipStages.Skips.Value
        } -- whatever you want to save
        DataStore:SetAsync(player.UserId, data)
    end
end)

So whenever I stop the game, I get the error "DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key"

How can I remove this error so that the data is still going to get saved properly.

And can someone also explain me how to fix this issue because I may need to save more things other than these in the future. So if I can understand how to fix this than it will help a lot.

P.S: Can you check if I have implemented the BindToClose() function properly since I recently learnt it?

Thanks for any help

3 answers

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0
Answered by 3 years ago

That means any datastores your sending are being disregarded because your sending too many, you could get by that by making data save as a player leaves or manually save it though. And hey upvote this if you want im almost at 100 rep :)

0
So am I supposed to remove the BindToClose() function? Soban06 410 — 3y
0
no, check out my answer krowten024nabrU 463 — 3y
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Answered by 3 years ago

Try wrapping them in coroutines. Do it like this:

game:BindToClose(function()
    for _, player in ipairs(game.Players:GetPlayers()) do -- it doesn't really matter if it's pairs or ipairs
        local data = {
                Coins = player.leaderstats.Coins.Value;
                Checkpoint = player.leaderstats.Stage.Value;
                Rebirth = player.leaderstats.Rebirth.Value;
            }
        local success, err = pcall(function()
            coroutine.wrap(function()
                DataStore:UpdateAsync(player.UserId, function(oldTable) -- i don't know why i need so many `function()` things
                    local newTable = oldTable
                    newTable = data
                    return newTable
                end)
            end)(player)
        end)
    end
end)

^^ for your first saving script, vv

game:BindToClose(function()
    for _, player in ipairs(game.Players:GetPlayers()) do
        local data = {
                Skips = player.SkipStages.Skips.Value
            }
        local success, err = pcall(function()
            coroutine.wrap(function()
                DataStore:UpdateAsync(player.UserId, function(oldTable) 
                    local newTable = oldTable
                    newTable = data
                    return newTable
                end)
            end)(player)
        end)
    end
end)

for saving skips. Hope this helps!

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0
Answered by 3 years ago
Edited 3 years ago

When BindToClose fires in Studio, PlayerRemoving also fires which results in data being in queue.

First thing, add this line in BindToClose :

local RunService = game:GetService("RunService")

if RunService:IsStudio() then return end -- It will ensure that BindToClose won't fire while testing in studio

But, if you really want to test the saving in Studio:

-- You MUST comment down the PlayerRemoving function (because when BindToClose fires, PlayerRemoving also fires[ONLY IN THE CASE OF STUDIO])
--[[ game.Players.PlayerRemoving:Connect(function(plr)
    coroutine.resume(coroutine.create(function()
        DataSave(plr) -- Just an example function for saving
    end))
end)    ]]

game:BindToClose(function()
    local RunService = game:GetService("RunService")

--  if RunService:IsStudio() then return end

    for _, plr in ipairs(game.Players:GetPlayers()) do -- Try using 'ipairs' as it is faster than 'pairs', but there's no 'i' in 'ipairs'. Use 'ipairs' in the case of arrays only.
        coroutine.resume(coroutine.create(function()
            DataSave(plr)
        end))
    end
end)

Lemme know if it helps!

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