Long Joining Server Screen

I don’t know if this is considered a bug or a possible issue with some client-sided script I have somewhere, so I’ll post this here.

My players for my game have been having this odd issue whenever they join the lobby, or are teleported to an instanced dungeon, they’re stuck in a long Joining Server grey screen.

This happens entirely at random. Sometimes it loads instantly with no issues, while other times it can take a good 30-90 seconds of being stuck on Joining Server. Hard to pinpoint what exactly could be causing it due to it being inconsistent.

The only 2 errors that do popup whenever this does happen is this:

Would greatly appreciate some help on what this could be, or where to even start :slight_smile:

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did you try to code it ina way so it doesn’t quite so that thing you don’t want it to do?

One thing I’ve noticed is that this happens on freshly created servers when you teleport, or when joining the game it creates a new lobby for you.

Can a yield in a server script result in this? Do clients wait until the server is fully done loading in all scripts before they can be loaded in?

Yes, a script is causing that to happen, and i assume its a script that is causing performance issues, cuz it happened to me once and later i found that the reason was a backdoor doing that

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Narrows it down at least… Thankfully most of my code is condensed into ModuleScripts. I’ll report back if this is what it turns out to be. Thanks :slight_smile:

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Unfortunately I haven’t been able to solve the issue…

I had a few scripts on the server that yielded waiting for some instances to be made from other scripts, but even after addressing those and searching through any one with a repeat, WaitForChild, task.wait() it still persists :face_with_diagonal_mouth:

May have to take it to Bug Reports? I have zero errors appearing on client/server. Not even a yield time error besides this that manages to popup at the top

Issue finally resolved :slight_smile: Turns out I did have a script that was eating up the server’s resources causing it to yield.

Essentially I have a lot of animations for a lot of different NPCs, and I use keyframe names for each animation to do tasks like damage windows and effects. So I was doing KeyframeSequence:GetKeyframeSequenceAsync for every animation while having a repeat task.wait() until #keyframes:GetKeyframes() > 0 trying to cache the keyframes on server startup.

I’ll have to find a better way of doing this, but this was in fact the root of the problem.

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