So In my script when Player Removing fires I save a value and set that value to nil right after
But I don't see a point on BindToClose if BindToClose is going to fire after Player Removing is going to save since it fires first
So In my script when Player Removing fires I save a value and set that value to nil right after
But I don't see a point on BindToClose if BindToClose is going to fire after Player Removing is going to save since it fires first
BindToClose can be used in many scenarios. For example, let;s say you want to be informed when a server shuts down. And you want to know how/when it shut down. BindToClose makes this quite easy.
Here's a quick example:
local Players = game:GetService("Players");
local DataStoreService = game:GetService("DataStoreService");
local LogDS = DataStoreService:GetDataStore("Log");
local function gameClosing()
local Data = nil;
if (#Players:GetPlayers() > 0) then
Data = "server shut down for some random reason";
elseif (#Players:GetPlayers() == 0) then
Data = "everyone eventually left";
end;
LogDS:UpdateAsync(game.JobId,function(old)
return Data;
end);
end;
game:BindToClose(gameClosing);
(I have not tested this)
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BindToClose doesn't fire until the game is set to shutdown. Saving data automatically is good, and doing it twice on rare scenarios like on a last player, is even better.