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Is my DataStore receiving too many requests at one time?

Asked by 7 years ago

Please excuse me if the answer to my question is painfully obvious. I am quite new to DataStores and how they work.

I have this script that starts when a player joins the game. Sorry if it's a bit lengthy.

local datastore = game:GetService("DataStoreService")
local ds = datastore:GetDataStore("PlayerData")

    game.Players.PlayerAdded:connect(function (plr)

        repeat wait() until plr.Character

        local stats = Instance.new("Folder",plr)
        stats.Name = "stats"

        cash = Instance.new("IntValue",stats)
        cash.Name = "cash"

        diamond = Instance.new("IntValue",stats)
        diamond.Name = "diamond"

        banned = Instance.new("BoolValue",stats)
        banned.Name = "banned"

        admin = Instance.new("BoolValue",stats)
        admin.Name = "admin"

        gold = Instance.new("BoolValue",stats)
        gold.Name = "gold"

        key = plr.UserId --unique key to each player.

        plr.stats:WaitForChild('cash')

        local success, error = pcall (function () --pcall to handle errors.
            savedData = ds:GetAsync(key) --load the data, if any.
        end)

        if success and savedData then --load if success.
            cash.Value = savedData[1]
            diamond.Value = savedData[2]
            banned.Value = savedData[3]
            admin.Value = savedData[4]
            gold.Value = savedData[5]
        else
        local dataToSave = {
            cash.Value, 
            diamond.Value, 
            banned.Value, 
            admin.Value, 
            gold.Value
            }   
        end

        if error then
            print("Error with loading the data of: "..plr.Name) 
            --if can't access DataStore, print error.
        end

And this is the segment of code that runs when a player leaves.

game.Players.PlayerRemoving:connect(function ()

    local dataToSave = {
        cash.Value, 
        diamond.Value,
        banned.Value, 
        admin.Value,
        gold.Value
        }

    ds:SetAsync(key, dataToSave) --save the values when player leaves.

end)

It works fine, however when a few players join the game at relatively similar times, some player's data do not load. (e.g a player's 'cash' was 400, but fails to load on rejoin, while other players' data does.) Is this an issue with my script, or is the DataStore being accessed too many times at the same time? Otherwise, how could I resolve this?

Any answers or hints would be appreciated!

0
Well, there is a common error in datastores where you can get a request throttled for having too many requests sent. Maybe that's happening? joshthegamer456 93 — 5y

1 answer

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0
Answered by
angeI1001 123
5 years ago
Edited 5 years ago

DataStore has a cooldown on 6 seconds between every request/write on the same key you send. To prevent that (if that's needed for you), you can make a queue system.

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