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Data Store Service problem?

Asked by
yoavstr 52
6 years ago

I'm trying to make a game but I will not going into details. Anyway, I'm trying to make a system that requires saving and getting a table from the Data Store Service. I have created a new place just to test this, and I got a problem. I have a server script for storing the data, local script for sending the table to the data store script, and another local script that creates the data. I know it sounds a bit confusing but when you will see the scripts I hope everything will become more clearly. My problem is (at list what i think it is) that most of the time the data isn't being saved. I tried to see how can I fix the problem and found out that every time that I change the player key (the unique key that stores each player's data) or the data store key (:GetDataStore(This)) I get a warning in the console:

Request was throttled. Try sending fewer requests. Key = [key]

and the data being saved. This is the only time that the game saves the data. I think it's a bug or something but I really need that system so if any one can help I would very appreciate it :)

The scripts:

Data store script:

--Data store SERVER script, Parent: Workspace


--Get services
local DSService = game:GetService('DataStoreService'):GetDataStore('@1F6=mX')

local Workspace = game:GetService('Workspace')

local Players = game:GetService('Players')

local ReplicatedStorage = game:GetService('ReplicatedStorage')

--Make data save folder
local DataSaveFolder = Instance.new('Folder', ReplicatedStorage)
DataSaveFolder.Name = "DataSaveFolder"

--Player is joining the game
Players.PlayerAdded:Connect(function(player)

    local uniqueId = 'id-'..player.userId --Player unique id

    local tableData = {} --Table data

    --Insert default data into table for a case that the player has no data
    for index, value in pairs(ReplicatedStorage.DefaultTableData:GetChildren()) do
        table.insert(tableData, value.Value)
    end

    local GetSaved = DSService:GetAsync(uniqueId) --Stores the player data on get saved 


    if  GetSaved then --Checks if player has any data

        tableData = GetSaved --If true pull the exicting data 


        --Debug Start
        print("Debug - The player has past data. Table:")
        for i,v in pairs(tableData) do
            print("Debug - #"..i.." - "..v)
        end     
        --Debug End         

    else

        DSService:SetAsync(uniqueId, tableData)--If false save the default data for a new player

        --Debug Start   
        print("Debug - The player has no past data. Table:")
        for i,v in pairs(tableData) do
            print("Debug - #"..i.." - "..v)
        end     
        --Debug End

    end 

end)

--Player is leaving the game
Players.PlayerRemoving:Connect(function(player)

    local uniqueId = 'id-'..player.userId --Player's unique id

    local dataPullRF = ReplicatedStorage.Remote.RemoteFunctions.PlayerLeavingTablePullRF

    local tableDataToSave = dataPullRF:InvokeClient(player)

    local GetSaved = DSService:GetAsync(uniqueId)

    --Debug Start
        print("Debug - The player leaved the game. Table to save:")
        for i,v in pairs(tableDataToSave) do
            print("Debug - #"..i.." - "..v)
        end     
    --Debug End

    DSService:SetAsync(uniqueId, tableDataToSave)

end)

Data send script:

--Data send LOCAL script, Parent: StarterGui


--Get Services
local Workspace = game:GetService('Workspace')

local Players = game:GetService('Players')

local ReplicatedStorage = game:GetService('ReplicatedStorage')

local DataSaveFolder = ReplicatedStorage:WaitForChild('DataSaveFolder')

local tableGiveRF = ReplicatedStorage.Remote.RemoteFunctions.PlayerLeavingTablePullRF


--Give data function
local function SendTable()
    print("Debug - GiveTable function has been activated")
    local tableToSend = {}--Create table to give

    for index, value in pairs(DataSaveFolder:GetChildren()) do --Adds the values to the table from the data save folder

        table.insert(tableToSend, value.Value)

    end

    if tableToSend == nil then --If there was a problem and the table to give is nil
        print("Debug - The table is nill (local script), fixing it!")
        for index, value in pairs(ReplicatedStorage.DefaultTableData:GetChildren()) do --Adds the values to the table from the default data save folder

            table.insert(tableToSend, value.Value)

        end 

    end

    --Debug Start
        print("Debug - Return, Table to give:")
        for i,v in pairs(tableToSend) do
            print("Debug - #"..i.." - "..v)
        end     
    --Debug End
    return tableToSend

end

tableGiveRF.OnClientInvoke = SendTable

Data set script:

--Data set LOCAL script, Parent: StarterGui


--Get Services
local Workspace = game:GetService('Workspace')

local Players = game:GetService('Players')

local ReplicatedStorage = game:GetService('ReplicatedStorage')

local DataSaveFolder = ReplicatedStorage:WaitForChild('DataSaveFolder')

local tableGiveRF = ReplicatedStorage.Remote.RemoteFunctions.PlayerLeavingTablePullRF

--Make data
for i = 8, 20 do --I'm changing this every time just to check if it saves the new data

    local data = Instance.new("IntValue", DataSaveFolder)
    data.Value = i

end

1 answer

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Answered by
wentman 19
6 years ago
Edited 6 years ago

You are sending too many requests in Data Store Service causing it to stop the script.

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