I’ve been developing my game for the past 8 months, and everything works perfectly in Roblox Studio. However, after about 3 hours of runtime on a live Roblox server, my entire modular system mysteriously breaks down.
The frustrating part is that there are no error messages whatsoever—both client and server simply stop functioning properly. The system runs flawlessly until it suddenly doesn’t, with no warning signs or traceable errors to help me diagnose the issue.
I’m at a loss for what could be causing this delayed failure. Any insights or suggestions would be greatly appreciated.
Server loads all of the Boot Folder modules and when once the player and character have been add it fires Initiator
Inside of Initiator it gets the Player and Character and does a pcall require on the modules and check if the module has Initialize (For all player modules) and InitCharacter (For all character modules on server-side). If the module has one or more of these functions it will do a pcall on the function
EX
local success, requiredModule = pcall(require, module)
if not success then
warn("Failed to load module:", module.Name, "-", requiredModule)
return
end
local hasInitialize = typeof(requiredModule.Initialize) == "function"
local hasInitCharacter = typeof(requiredModule.InitCharacter) == "function"
if not hasInitialize and not hasInitCharacter then
warn(
"Module",
module.Name,
"must have at least one initialization method: Initialize or InitCharacter"
)
return
end
if hasInitialize then
local initSuccess, initErr = pcall(requiredModule.Initialize, Player)
if not initSuccess then
warn("Failed to initialize module:", module.Name, "-", initErr)
end
end
if hasInitCharacter then
local charSuccess, charErr = pcall(requiredModule.InitCharacter, Character)
if not charSuccess then
warn("Failed to initialize character for module:", module.Name, "-", charErr)
end
end
Loader on the client side does almost the same thing as server script just without pcall
--!nocheck
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ModulesFolder = ReplicatedStorage:WaitForChild("Client")
local WindLines = require(ModulesFolder.Ux.WindLines)
local WIND_DIRECTION = Vector3.new(1, 0, 0.3)
local WIND_SPEED = 20
WindLines:Init({
Direction = WIND_DIRECTION,
Speed = WIND_SPEED,
Lifetime = 6,
SpawnRate = 11,
})
for _, module in ModulesFolder:GetDescendants() do
task.spawn(function()
if module:IsA("ModuleScript") then
require(module)
end
end)
end
From analyzing the only possibility for the ENTIRE game to stop functioning is for the loader scripts to be deleted, which I am 99% sure isn’t what is going on here.
I have no idea what could be wrong, but atleast I can say that your game is very organized and looks well made.
→ I recommend just in case verifying that the loader scripts aren’t deleted, and I know it will be tedious but perhaps reviewing every script you think might cause this issue will be the solution to troubleshooting this problem.
Like the interactions just don’t work I have the server using collection service to get interactable and it has a click detector but when the server is broken the clickdetectors.mouseclick doesn’t work.
Does the game “break” at 3 hours of runtime consistently? If so, the only thing that comes to mind is a memory leak that accumulates over time. However, I am unsure as I do not know what exactly happens when you reach the limit.
No sometimes it will work for days without fail, but sometimes when we update it will work and then some new server will be broken and other times it last only about 3-6 hours. It’s not constant.