I have a problem with :CreatePlaceAsync where it gets an older version of the base place than the current one. I have tested it and only after I join the lobby, create a new "server" or new place, leave, and join the lobby again will it allow me to create updated places. I'm not sure what could be wrong with this, but if anyone has some experience with it, mind sharing it?

Code where I make the server:

function Workspace.createServer.OnServerInvoke(plr, server_name, server_password, public, official)
	if not _G.serverList[1] == "default" then
		serverData:SetAsync("server"..tostring(#_G.serverList+1), {plr.userId, plr.Name, #_G.serverList, server_name, server_password, public, official})
	else
		serverData:SetAsync("server"..tostring(#_G.serverList), {plr.userId, plr.Name, #_G.serverList, server_name, server_password, public, official})
	end
	if pcall(function() newServ = game:GetService("AssetService"):CreatePlaceAsync("server"..#_G.serverList, 22974285); end) then -- Specifically where I actually create it.
		newMsg("Server Attempted to create a place");
	else
		newServ = #_G.serverList;
		newMsg("Error creating new server");
	end
	serverData:UpdateAsync("servers", addServer)
end

1 comment

1

Make sure newServ is localized before your pcall.