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
