-- Setup table that we will return to scripts that require the ModuleScript.
local PlayerStatManager = {}
 
-- Create variable for the DataStore.
local DataStoreService = game:GetService('DataStoreService')
local playerData = DataStoreService:GetDataStore('PlayerData34324132933')
 
-- Create variable to configure how often the game autosaves the player data.
local AUTOSAVE_INTERVAL = 60
 
-- Number of times we can retry accessing a DataStore before we give up and create
-- an error.
local DATASTORE_RETRIES = 3 
-- Table to hold all of the player information for the current session.
local sessionData = {}

local modulescripts = workspace:WaitForChild("ModuleScripts")
local requestDataRF = modulescripts:WaitForChild("RequestData")
local sendDataRF = modulescripts:WaitForChild("SendData")
local dataUpdatedRF = modulescripts:WaitForChild("DataUpdated")
local dataUpdatedRE = modulescripts:WaitForChild("DataUpdatedEvent")
local uploadDataRE = modulescripts:WaitForChild("UploadData")
local requestSessionDataRF = modulescripts:WaitForChild("RequestSessionData")
 
function requestDataRF.OnServerInvoke(player, statName)
	if sessionData[player] == nil then
		repeat
			wait(0.5)
		until sessionData[player] ~= nil
	end
	return sessionData[player][statName]
end

function requestSessionDataRF.OnServerInvoke(player)
	if sessionData[player] == nil then
		repeat
			wait(0.5)
		until sessionData[player] ~= nil
	end
	return sessionData[player]	
end


uploadDataRE.OnServerEvent:connect(function(player, statName, changeValue)
	sessionData[player][statName] = changeValue
--	for _, player in pairs(game.Players:GetPlayers()) do
--		dataUpdatedRF:InvokeClient(player)
--	end
	dataUpdatedRE:FireClient(player)
	--dataUpdatedRF:InvokeClient(player) --only have to notify the player because he is the only one that cares?
end)

function sendDataRF.OnServerInvoke(player, statName, changeValue)
	sessionData[player][statName] = changeValue
--	for _, player in pairs(game.Players:GetPlayers()) do
--		dataUpdatedRF:InvokeClient(player)
--	end
	dataUpdatedRE:FireClient(player)
	--dataUpdatedRF:InvokeClient(player) --only have to notify the player because he is the only one that cares?
end

-- Function the other scripts in our game can call to change a player's stats. This
-- function is stored in the returned table so external scripts can use it.
function PlayerStatManager:ChangeStat(player, statName, changeValue)
	sessionData[player][statName] = changeValue--sessionData[player][statName] + changeValue
end
 
-- Function to retry the passed in function several times. If the passed in function
-- is unable to be run then this function returns false and creates an error.
local function dataStoreRetry(dataStoreFunction)
	local tries = 0	
	local success = true
	local data = nil
	repeat
		tries = tries + 1
		success = pcall(function() data = dataStoreFunction() end)
		if not success then wait(1) end
	until tries == DATASTORE_RETRIES or success
	if not success then
		error('Could not access DataStore! Warn players that their data might not get saved!')
	end
	return success, data
end

-- Function to retrieve player's data from the DataStore.
local function getPlayerData(player)
	return dataStoreRetry(function()
		return playerData:GetAsync(player.UserId)
	end)
end

-- Function to save player's data to the DataStore.
local function savePlayerData(player)
	return dataStoreRetry(function()
		return playerData:SetAsync(player.UserId, sessionData[player])
	end)
end

-- Function to add player to the sessionData table. First check if the player has
-- data in the DataStore. If so, we'll use that. If not, we'll add the player to
-- the DataStore.
local function setupPlayerData(player)
	local success, data = getPlayerData(player)
	if not success then
		sessionData[player] = false
	else
		if not data then			--Base stats
			sessionData[player] = {
									AccountCoins = 0,
									AccountFame = 0,
									}
			savePlayerData(player)
		else
			sessionData[player] = data
		end
	end	
--	player.PlayerGui.StartGameGui.Frame.StartScreen.Play.Visible = true
end

-- Function to run in the background to periodically save player's data.
local function autosave()
	while wait(AUTOSAVE_INTERVAL) do
		for player, data in pairs(sessionData) do
			savePlayerData(player)
		end
	end
end
 
-- Bind setupPlayerData to PlayerAdded to call it when player joins.
game.Players.PlayerAdded:connect(setupPlayerData)
 
-- Call savePlayerData on PlayerRemoving to save player data when they leave.
-- Also delete the player from the sessionData, as the player isn't in-game anymore.
game.Players.PlayerRemoving:connect(function(player)
	savePlayerData(player)
	sessionData[player] = nil
end)
 
-- Start running autosave function in the background.
spawn(autosave)


 
-- Return the PlayerStatManager table to external scripts can access it.
return PlayerStatManager

This is the saving script I am using. It comes from the roblox tutorial article http://wiki.roblox.com/index.php?title=Saving_Player_Data

Usually the saving works just fine. However, recently the saving has stopped working and results in this error

15:24:16.204 - Disconnect from 127.0.0.1|65009
Player -1 leaving
15:24:16.304 - An error occurred
15:24:16.305 - Stack Begin
15:24:16.305 - Script 'https://www.roblox.com/game/gameserver.ashx', Line 126
15:24:16.305 - Stack End

You can actually go to http://www.roblox.com/game/gameserver.ashx(you have to copy and paste it into the url bar for some reason) and see the code, but what can I do to fix it?

Edit 2: So I counted to line 126 (counting the spaces as lines) and got to this line

	if player.Teleported then isTeleportingOut = "True" end

What?? Furthermore, the error only is on one of my computers. The same file works perfectly on the second computer.