Very unlikely but there’s a tiny chance. How about adding a global (server-replicated) debounce, so if data with the same key exists just do a wait() and tick again?
Yes it is possible, also tick will be different depending on the time-zone of the server that it’s called from. If you’re using it to tell time you should probably use os.time instead because it’s the same no matter where the server is.
Yes, but, if tick() is called at the same time across 2 different servers, then both check if that key already exists at the same time, then they’re both going to say that it doesnt exist
That wouldnt make a difference, because if a script within 2 servers are checking at the exact same time they would still return the same thing. That would just make a longer number
Actually, I think I have a solution. Seen as how there’s a delay behind setting data in my use, I’ll just include the player UserId after the tick, then find a way to seperate the tick and userId when I need it