Data Store Queue

I have a data store that works most of the time, but every once in a while I get the error: “Data store request was added to queue.” I feel like players are telling me they lose their data too often, so I want to find a way to solve this issue.

This code is a little old, and I have tried changing the auto save interval many times. I have looked around other dev forum data store posts, but I still can’t figure out what the issue is. The code is posted below, thanks for looking! Also, this is my first dev forum post.

-- Set up table to return to any script that requires this module script
local PlayerStatManager = {}
local DataStoreService = game:GetService("DataStoreService")
local playerData = DataStoreService:GetDataStore("PlayerData")
-- Table to hold player information for the current session
local sessionData = {}
-- Function that other scripts can call to change a player's stats
-- For table changing, the value will be a table. The first
-- part of the table will be the index, the second will be the value (1)
-- StatName is a string
function PlayerStatManager:ChangeStat(player, statName, value)
    local playerUserId = "Player_" .. player.UserId
    assert(typeof(sessionData[playerUserId][statName]) == typeof(value), "ChangeStat error: types do not match")
    if typeof(sessionData[playerUserId][statName]) == "table" then
        sessionData[playerUserId][statName][value[1]] = value[2]
        sessionData[playerUserId][statName] = value

-- Function to add player to the "sessionData" table
local function setupPlayerData(player)
    local playerUserId = "Player_" .. player.UserId
    local success, data = pcall(function()
        return playerData:GetAsync(playerUserId)
    if success then
        if data then
            -- Data exists for this player
            sessionData[playerUserId] = data
            -- Checking if player has weapons in their data, because I added it as an update
            if not sessionData[playerUserId]["Weapons"] then
                sessionData[playerUserId]["Weapons"] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}

            -- Data store is working, but no current data for this player
            sessionData[playerUserId] = {GBucks=0,HitCash=0,IdleEarnings=0,InjuryMultiplier=0,Ragdolls={0,0,0,0,0,0,0,0,0},HitEffects={0,0,0,0,0,0,0,0},Trails={0,0,0,0,0,0,0,0},Weapons={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}
        warn("Cannot access data store for player!")
-- Function to save player's data
local function savePlayerData(playerUserId)
    if sessionData[playerUserId] then
        local tries = 0   
        local success
            tries = tries + 1
            success = pcall(function()
                playerData:SetAsync(playerUserId, sessionData[playerUserId])
            if not success then wait(1) end
        until tries == 3 or success
        if not success then
            warn("Cannot save data for player!")
-- Function to save player data on exit
local function saveOnExit(player)
    local playerUserId = "Player_" .. player.UserId
-- Function to periodically save player data
local function autoSave()
    while wait(AUTOSAVE_INTERVAL) do
        for playerUserId, data in pairs(sessionData) do
-- Start running "autoSave()" function in the background
-- Connect "setupPlayerData()" function to "PlayerAdded" event
-- Connect "saveOnExit()" function to "PlayerRemoving" event
return PlayerStatManager

Edit: Also important to note I use the “ChangeStat” function VERY frequently, which I don’t think should be causing the issue but I am not completely sure. I also noticed that every player’s data saves at once, and I am wondering what is the optimal data save wait period.

I haven’t used DataStores all that often, but my guess is that you’re sending too much requests at once? preferably in this line I’m assuming:

playerData:SetAsync(playerUserId, sessionData[playerUserId])

And the repeat wait loop could also be the issue as well, but I’m just guessing

I would think it is okay since the wait interval is at a super high 200 seconds, but the repeat statement could be an issue. I will try and throw in a print statement to see.

I checked, I don’t believe the repeat statement is the problem.

Not pretty sure about this , but I believe its because you loop through all the players and save the data for all of them instantly without any delay , which might be the reason .

Yes, I think this is the reason. I think it is because SetAsync has a cooldown of 6 seconds, so I ended up just getting rid of the autosave interval. I now wait 10 seconds between saving each player’s data, and I am constantly looping through the players to save their data.

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