I'm trying to send info of a server so that other servers can access it themselves easily, and this function is what I have come up with (it works).
I'm worried that it would break or corrupt itself with too many servers, so is there a better way to implement it?
local topplacestore=datastoreservice:GetDataStore('topplaceids') local function settopvalue(value) value=value or #game.Players:GetPlayers() if not game:GetService'RunService':IsStudio() and canupload.Value==true then canupload.Value=false local broadcastable=list.ServerSettings['Is Broadcasted'].Value if (value==0 and everbroadcasted) or broadcastable then local placedata=topplacestore:GetAsync('global') if not placedata or type(placedata)~='table' then return end local placedataindex=get.idindex(placedata,game.PlaceId) if placedataindex==0 then placedataindex=#placedata+1 end local placedatavalue=placedata[placedataindex] if not(value==0 and placedatavalue==nil) and value~=placedatavalue th if value==0 then-- if 0 remove the stuff table.remove(placedata,placedataindex) else-- if not 0 then broadcast the stuff placedata[placedataindex]=tostring(tostring(game.PlaceId)) end everbroadcasted=true topplacestore:SetAsync('global',placedata) end end wait(10) canupload.Value=true else end end