BindToClose 100% Infinite Yield


#21

Looking into it.


#22

“enable studio access to API services.”
What does that mean? How exactly do I do that?


#23

On a published game, on the website:

image


#24

Go into your game settings and enable the checkbox. Data stores don’t work in studio by default.


#25

Took me all day but I figured out what the problem is. Solution forthcoming (keep in mind normal delay for testing & rollout).

Thanks for the heads up.


Accurate Play Solo
#26

Thank you senpai :bow:


#27

If you don’t mind me asking, what was the issue? Or is that sensitive info?


#28

Not particularly sensitive, no.

In a nutshell there is a problem if we set up the “edit” data model’s rendering before we close down the old outgoing “Play” data model: something about setting up the rendering blocks any kind of async/delayed calls associated with BindToClose.

I had to get help from a more senior/more smarter-er engineer to figure it out.


#29

I love hearing the solutions on bug fixes, extremely interesting, hopefully we’ll hear more!


#30

I’m still getting this bug :confused:


#31

This fix hasn’t been rolled out yet


#32

They’re working on it. Hopefully it’ll be out soon (no :tm: required)


#33

This is still an issue :frowning:


#34

Any updates on the rollout of the fix? This is very painfully slowing down development for me.


#35

Well, if anything good comes of this - it lets me test how my data system handles abrupt server closes while player data is still being processed. :joy:


#36

Here’s a direct repro that doesn’t require anything special. Studio simply hangs up for the maximum timeout duration if any functions connected by BindToClose have a yield in them, probably because it never resumes the Lua thread.

game:BindToClose(function ()
	print("Doing some work")
	wait()
	print("Done?")
end)

cc @CycloneUprising @DreamingMind


#37

Thanks.
Sorry this has taken so long.
We do have a fix but there have been complications with it.
I believe we have them sorted out, and the fix should go live with our next release (355).
Very sorry for the inconvenience. I know the APS release has been unacceptably buggy: we are reviewing internal processes to make sure this kind of this doesn’t happen again.


#38

Do you have an estimated date for when 355 will be released, or is that unknown?


#39

Isn’t a new Roblox update every Thursday?


#40

:man_shrugging: