Hi, I keep getting this warning when trying to save the player’s data: DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key = 351006856
I have no idea what this means or what to do? Could I please have some help on how to fix this?
Code
local DataStoreService = game:GetService("DataStoreService")
local dataStore = DataStoreService:GetDataStore("MyDataStore") -- This can be changed to whatever you want
local function saveData(player) -- The functions that saves data
local tableToSave = {
Levels = player.leaderstats.Levels.Value; -- First value from the table
Exp = player.leaderstats.Exp.Value;
-- Second value from the table
}
local success, err = pcall(function()
dataStore:SetAsync(player.UserId, tableToSave) -- Save the data with the player UserId, and the table we wanna save
end)
if success then -- If the data has been saved
print("Data has been saved!")
else -- Else if the save failed
print("Data hasn't been saved!")
warn(err)
end
end
game.Players.PlayerAdded:Connect(function(player) -- When a player joins the game
-- // Assigning player stats //
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Levels = Instance.new("IntValue")
Levels.Name = "Levels"
Levels.Parent = leaderstats
local Exp = Instance.new("IntValue")
Exp.Name = "Exp"
Exp.Parent = leaderstats
local OB = Instance.new("IntValue")
OB.Name = "OB"
OB.Parent = leaderstats
local CB = Instance.new("IntValue")
CB.Name = "CB"
CB.Parent = leaderstats
local data -- We will define the data here so we can use it later, this data is the table we saved
local success, err = pcall(function()
data = dataStore:GetAsync(player.UserId) -- Get the data from the datastore
end)
if success then -- If there were no errors and player loaded the data
Levels.Value = data["Levels"]
Exp.Value = data["Exp"] -- Set the money to the first value of the table (data)
-- Set the coins to the second value of the table (data)
else -- The player didn't load in the data, and probably is a new player
print("The player has no data!") -- The default will be set to 0
end
end)
game.Players.PlayerRemoving:Connect(function(player) -- When a player leaves
local success, err = pcall(function()
saveData(player) -- Save the data
end)
if success then
print("Data has been saved")
else
print("Data has not been saved!")
end
end)
game:BindToClose(function() -- When the server shuts down
for _, player in pairs(game.Players:GetPlayers()) do -- Loop through all the players
local success, err = pcall(function()
saveData(player) -- Save the data
end)
if success then
else
end
end
end)
Thank you for your help!