Sorry, no. Spent some time on it and could not figure out what exactly the problem was. Will try to prioritize a revisit.
This is still happening over a year later, specifically with coroutines.
game:BindToClose(function()
local Thread = coroutine.running()
delay(1, function()
coroutine.resume(Thread)
end)
coroutine.yield()
end)
This is related to another issue that we are aware of After resuming a Wait() thread, wait() no longer functions properly - #8 by woot3
I’ll post an update on that thread once we have a solution.
I can try to send some more time on it and see if I get anywhere. Stay tuned.
This has started happening again for me and another user. Just this:
game:BindToClose(function()
print("start")
wait(1)
print("end")
end)
prints start
once, and throws Not running script because past shutdown deadline (x3)
.
This is occuring in one of my new projects too.
This is happening to me as well, thought I was going crazy but pinned it down to my UpdateAsync call on BindToClose. Very frustrating!
edit: this appears fixed again
edit2: nope, it’s happening again
Also experiencing this - sucks to have my game crash several times in studio and to not know what was causing it! Please prioritize fixing this, thanks!
This has been occurring in my projects as well, unfortunate as it is slowing down development due to studio freezing for 30+ seconds each time I want to test out a new change.
Same. Wasted lot of time pinning down this issue since I haven’t updated my BindToClose script recently.
Getting this again as well. It’s making it very hard to test since I have to wait 30 seconds after finishing any testing.
I can confirm this issue is still happening.
This is now happening in a bunch of games I develop, slowing down the process extremely. Some of these games I definitely haven’t updated for awhile and they are suddenly all exhibiting this behavior.
This is happening to me again suddenly.
This occurs for me too. I never recognized what exactly caused it, but I had used Datastore 2 (the module by kampfkarren) and now that you’ve pointed that out, I believe his script uses the same BindToClose function and is likely the cause of this for me as well.
This is happening to me again now, I haven’t made any changes to my data store script today.
I haven’t had any problems with this for quite a while.
I also experience the same errors. This is only while testing in studio right? Or does it affect real servers too?
I have the same question, does this behavior also happen in live servers or is this only in Studio instances ?
Can confirm we’re also experiencing this. It looks like if you have anything inside :BindToClose() that yields even briefly it causes the thread to yield infinitely. This only started happening a couple days ago for us.
game:BindToClose(function()
if(game["Run Service"]:IsStudio()) then
wait() -- this breaks it
end
end)