AvatarEditorService:GetInventory() produces unreliable results

Reproduction Steps

* Place file: AvatarEditorService_GetInventory_Unreliability_Reproduction.rbxl (36.8 KB)

  • Upon play-testing the game on the client, text will be printed in the format of: "[# of accessories], [elapsed time], [# of pages]". You may have to play-test the game multiple times, and each time, take note of the [# of accessories] and [# of pages] - results may differ.

Expected Behavior

AvatarEditorService:GetInventory() should produce accurate results 100% of the time.

Actual Behavior

AvatarEditorService:GetInventory() produces inaccurate results (and sometimes errors) about 5-10% of the time. These are the results that I am receiving in the reproduction file:

Result #1: The expected result

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This is the result that prints majority of the time, and is the correct result.

Result #2: The random result

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Sometimes, this result prints randomly, with the accessories number ranging from 100-300. This is the incorrect result, and I’m not sure why its printing this.

Result #3: The error

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Lastly, this will error randomly when I call the pages:AdvanceToNextPageAsync() method. I am also not sure why this is occurring.

Issue Area: Engine
Issue Type: Other
Impact: Moderate
Frequency: Sometimes
Date First Experienced: 2022-07-21 12:07:00 (-07:00)
Date Last Experienced: 2022-07-24 00:07:00 (-07:00)

7 Likes

Thanks for your report, we will look into this issue.

4 Likes

Any update on this having the same issue

3 Likes

Still no update? Its been like 1 month already. Shouldn’t be too hard to fix. I cant get the players inventory
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2 Likes

Sorry for the delay. We have not been able to figure out the root cause. We are deploying more logging on for the inventory backend service to determine what is happening.

3 Likes

Ok thanks for the response, I wish you luck, keep us updated.

1 Like

Update on this: We have found a possible root cause for this and are considering ways to address it. I will update the thread with more information when we have it.

4 Likes

We have rolled out a change that should fix this issue!

4 Likes

Thank you! I have just tested and am no longer experiencing this issue.