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Does each value saved inside a DataStore count as one Get/Setasync?

Asked by 5 years ago

I don't know how to word this correctly but I'll do the best that I can.

I have a game with 50 players, and according to the wiki, it says that there's a maximum of 560 Get/Async's per minute. (60 + (50 x 10)).

Inside one data store in my game, I have a code that fires one GetAsync for a table of 3 values (A number value and 2 bool lean values) when the player joins. When the player leaves, I have it set to fire the "SetAsync" for the table of the three values. (Both of these are wrapped in pcalls of course)

I am doing datastores for the very first time so I'm trying to familiarize myself with how it works. I would hate to update the game only to have players lose their saves because of the queue :(

Someone with experience with DataStores in their own game, will each GetAsync count as 1 out of the 560 maximum requests per minute, or will it count as 3/560 since there's 3 values saved in the data table?

Also, I've read from other posts that people with 20 or less people have had problems experiencing request queues. If I only request once a player enters and once a player leaves, wouldn't that stay WELL below the limit 560 a minute?

Thank you!!

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Not each value, each unique key. There is a ridiculously thorough writeup on the devforums about this by buildthomas called "Details on DataStoreService for Advanced Developers" EmilyBendsSpace 1025 — 5y
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That helps, thank you! But im afraid that i cant see a lof of posts on the dev forum. I have an account, but it hasn't been approved yet and i cant see many posts. Is there a link to it? ShinyGriffin 129 — 5y
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Also, the only key i have is one key named "PlayerSave" with the 3 values in it. ShinyGriffin 129 — 5y
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As EmilyBendsSpace has said, each unique key. Plus the limit is 260k chars. Don't think you'll go over that limit. Maybe I'm thinking too low. User#19524 175 — 5y

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