I tested my datastore for the 1st time today and I got an error when I leave the game: "DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key = Player_1251627904" Why do I keep getting this even though I tested this only once.
This is where data is loaded:
local DataStoreService = game:GetService("DataStoreService") local gameData = DataStoreService:GetDataStore("gameData") game.Players.PlayerAdded:Connect(function(player) -- Leaderstats local leaderstats = Instance.new("Folder",player) leaderstats.Name = "leaderstats" local Bucks = Instance.new("IntValue",leaderstats) Bucks.Name = "Bucks" local Level = Instance.new("IntValue",leaderstats) Level.Name = "Level" -- Data local key = "Player_"..player.UserId -- The key is where the data is stored local data local succes, errorMessage = pcall(function() data = gameData:GetAsync(key) -- gameData:GetAsync(key) finds the data stored under the players key end) if succes then -- If the pcall above is successful, the players data will be loaded Bucks.Value = data["Bucks"] Level.Value = data["Level"] print("Data loaded for "..player.Name.."/"..key) end if data == nil then -- If the player has no data, then the code below will run print(player.Name.."/"..key.." is a new player and has no data") player.leaderstats.Bucks.Value = 50 player.leaderstats.Level.Value = 1 end end)
This is where the data is saved:
function saveData(plr) -- This will be called when player leaves local key = "Player_"..plr.UserId local data = { -- Everything in this table is what will be saved Bucks = plr.leaderstats.Bucks.Value; Level = plr.leaderstats.Level.Value; } local success, errorMessage = pcall(function() gameData:SetAsync(key, data) -- gameData:SetAsync(key, data) sets the data under the players key to the current data end) if success then print("Saved data for "..plr.Name.."/"..key) else print("Error saving data for "..plr.Name.."/"..key) warn("Error message: "..errorMessage) end end game.Players.PlayerRemoving:Connect(function(player) saveData(player) end) game:BindToClose(function() -- game:BindToClose() detects when the server is shutdown, the code below will run on server shutdown -- If the server shutsdown, all the player's data needs to be saved for _, player in pairs(game.Players:GetChildren()) do saveData(player) end end)
I really hope there is a way to fix this, becaise its annoying and I'm not sending too many requests, I only played once
Edit: The level leaderstats do not save or load when joining/leaving the game, can someone help me with this too?