True, though I’d love to modify our data and have it reflect to me. Pick your poison.
I wish this was possible, would help hiding data which could hide their data from others for a magnitude of reasons, though I want to make sure the client has no authority to modify the universally true data.
I’d assume replicating values are less intensive than replicating every single action a player makes and so on. I’m creating this to work in 100+ player servers flawlessly. The only things which could get intensive is when you have signals connected to them, though thankfully that’s local and not even intensive.
I’ll explain this in the video, though I’m not going to name other resources under the misconception I’m dissing the creators and modifiers of them.
UpdateAsync will rewrite the data. Here’s how it’d work.
-
Player leaves game, automatically initiating
:Save()
. -
Player joins new DataModel, requesting
:Get()
to Roblox’s API.
The inaccurate version is obtained, though overridden by the newer version. -
Player leaves game, the Module saves old version though is overwritten by the old version resaving.
I’ll be further updating this to account for this going haywire in the case the data saves before the player leaves or in the case the server shuts down and the data cannot be saved within the BindToClose
grace period. As a reference, saving takes under 1 second. I’ll consider showing benchmarks in the video.