MarketplaceService is having trouble

[strike]In the last few minutes, all local scripts in my game have stopped running altogether.

I didn’t change anything. Was something switched off accidentally?[/strike]

[strike]Datastores seem to keep switch off an on again and again all day. Can somebody look into it?
Also, there seems to be newly occurring server freezes for now apparent reason at all.[/strike]

Go to Baumz’s first post on this thread.

Appears to have been fixed now.

It’s back again, I think it may actually be some form of datastore problem.

Add a print() statement in the first line if you haven’t already. I am having no issues and the scripts might just be stopping super early.

It actually seems to be a datastore problem now. I’m getting the same issues when entering my game through studio.

Does it involve a RemoveFunction or RemoteEvent sending a signal from a DataStore and the client waiting for it?

Does it involve a RemoveFunction or RemoteEvent sending a signal from a DataStore and the client waiting for it?[/quote]

Yes, I coded it to wait for a remote event to send data to the player’s GUIs to load data. It seems to be turn off and on all day and it’s causing my a large amount of trouble.

How do you have your data sending set up? No issues with DataStores either.

Wait, what on earth is this:

[quote] Wait, what on earth is this:

[/quote]

Invokes are queued so that they’re fired in order, and when you connect OnServerInvoke the queue is processed one-by-one. The queue has a max size of 255 before it begins dropping requests, so what’s happening is you’re receiving 255+ invoke requests before you connect OnServerInvoke.

Perhaps this is what’s also causing server freezes.

Oh dear, I haven’t the slightest clue how to fix this. My game has been running for 2 months without meeting these issues.

This might be why the Risky Strats server broke several times…

There are numerous ‘cache update failed’ in the log. This wouldn’t have anything to do with the oh so suddenness of this occurrence would it?

I think I found it, it has to do with MarketPlace Servive

wait(3)

print("Grab Script is Loading")

local grab = game.ReplicatedStorage.Grab
local AssestService = game.AssetService

local gids = {944097,849574,944099,889193,889220,889222,889224,948872,949034,971353}
local ngids = {826661,868318}

local UpdateS = game:GetService("DataStoreService"):GetDataStore("UpdateS")
local gdata = game:GetService("DataStoreService"):GetDataStore("GroupStore")

print("DataStores Set")


local servers = gdata:GetAsync("ServerIDs")
print("Fetched Servers")
local version = game.MarketplaceService:GetProductInfo(178687278).Description
print("version = "..version)
local UpS = UpdateS:GetAsync("ServerIDs")
print("Bools Fetched")

local IBT = require(game.ServerScriptService.IBT)
print("Fetched Empty Module")

this script gets to the point where it prints “Fetched Servers”

the “version = . . .” is not printed out

There is no errors on either Server or Client.

This Line just halts the thread:

local version = game.MarketplaceService:GetProductInfo(178687278).Description 

Wait, I have an large amount of DevProducts being purchased in my game.
Are you saying MarketPlaceService is sending dead invokes?

I edited my post

[quote]
This Line just halts the thread:

local version = game.MarketplaceService:GetProductInfo(178687278).Description 

Moved this to Client Bugs. Please keep updating this thread as the problem persists.

I’ve been looking around comments on other games and I’m seeing a lot of people complaining about not getting stuff they purchased so I think Baumz is on to something.

Thanks for moving also.

Reproduce Place for this MarketPlaceSerivce Bug

Reproduce Place for this MarketPlaceSerivce Bug

this is the only script in it

print("Script Ran")
local version = game.MarketplaceService:GetProductInfo(178687278).Description
print("version = "..version)

print("Script Done")

and it does not print the 2 print lines, below Line 2