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?
