Diffing took almost 30 seconds on the first attempt
PlayerData/global/465545098 is almost 9,000 lines (currently 8,767), as my game supports multiple player save slots – mainly consisting of inventory items and quests data.
Should mention that my average players save file is not nearly as this large.
Experience Id: 6555402658
Start Place Id: 117117535314266
About time! This should be baked in from the start. We shouldn’t have to rely on 3rd party tools and plugins to do this. Great win though, it’s a yes from me!
I switched to testing with random data but I encountered another issue… Roblox seems to be inflating my buffer’s values by a significant amount during serialization.
I lowered the buffer’s byte length 3949995 and when saving with the module I use, it tells me the serialized data is 5266695 bytes (module adds less than a thousand bytes). I then tried saving the buffer directly to a datastore to rule out the module being the cause and it still fails for being over 4000000 bytes despite the headroom of 50k bytes. Meaning it’s safe to assume the 5266695 byte value given by the module I use is accurate. That’s a 33% increase!
Is there anything I can do about this, other than lowering my buffer’s byte length significantly to compensate for the inflated size?
Buffer → DataStore has about 25% overhead (IIRC, I don’t work on that code) because for historical reasons the data has to go through json parts of the stack rather than staying in a pure binary data form.
Not sure if I should make a bug report or what, but when I open up the Data Stores Manager on one of my older projects it’s filled with tons of data stores that don’t belong to that experience
You’re right, that is much cleaner. Not much thought went into us saving the tycoon data. We just save every button purchase as a sepperate value. Only benefit of our current method is that it makes it easier to query. Appreciate your feedback, will definitly be keeping that in mind.
I’ve seen several reports of people confused by the permissions- people with the legacy “Create and edit community experiences.” in group configuration. It appears this new page does not take into account legacy permissions
With the launch of the Data Stores Managers, some users reported seeing unfamiliar data in their DataStores, which may have been written due to a bug briefly exposed and patched in 2019. While the patch resolved the bug, this unfamiliar data might now be visible in the Data Stores Manager, and you may proceed with deleting its contents.
Thank you for your patience and for working with us through this situation.
DataStores Team
This is awesome! This will eventually become a full replacement for third party tools to interact with data stores. I currently use OpenCloudTools for this.
One small feature I’d like is for the ability to delete all data under one data store. Doing so would also delete the entry from this list here. It’s just a small thing so you can remove unneeded data and the list looks clean.
Awesome feature! It would be amazing if there was any way to delete some player’s data if we want, something like Purge. I see there’s a way to see when new data has been saved on a key, with this, we should be able to Purge based on when the last data saving took place just so we can delete some unnecessary storage data. I have keys from over a year ago with almost empty values and I’d like to get rid of them
Is there a way to allow the deletion of specific users’ data upon receiving a “Right to Erasure Request” (More Info) from roblox users in the European Union?
It would be much easier to handle it that way, and additionally, it would be helpful to include a search function to look them up and a button to delete their data.
Hey I don’t think this is the case because I have unknown DataStores in an experience that was created in July 2021. (The unknown DataStores were written in August 2021.)