MessagingService:SubscribeAsync returning odd error

I’ve been using a lobby game and I haven’t touched it for the past two weeks. Yet, recently users have been reporting that everything is broken. Upon closer inspection, the SubscribeAsync function I use to update player counts is returning an usual error.

The error is this:

Here’s the corresponding code:

At line 399:

MessagingService:SubscribeAsync('ServerLiveData', onMessageRecieved)

onMessageRecieved function:

local function onMessageRecieved(message)
	local data = message.Data
	local jobId = data.JobId

	if not jobId then
		return
	end

	if not loadedServerData then
		return
	end

	if not currentServerData[jobId] then
		return
	end

	if currentServerData[jobId].LastUpdate and tick() - currentServerData[jobId].LastUpdate <= tick() - message.Sent then
		return
	end

	for key, value in pairs(data) do
		if key ~= 'JobId' then
			if value then
				currentServerData[jobId][key] = value
			end
		end
	end

	currentServerData[jobId].LastUpdate = message.Sent
	
	data.JobId = nil
	
	eUpdateServers:FireAllClients(jobId, data)
end

I can’t post in bug reports, so if anyone else is experiencing this or has access please let me know! I want to know if this is on Roblox’s side or mine.

2 Likes

Just means the function named “onMessageRecieved” couldn’t be fetched, make sure it’s defined before it gets invoked. Might be an internal issue on Roblox’s part however.

1 Like

This has just popped up out of nowhere. I am receiving this as well, nobody can play my game now. Went from 500 players to 200, nobody can load. And everyone is reporting this to me.

My system is perfect and has worked without error before, now all of the sudden things are broken.image

1 Like

Definitely seems like Roblox’s fault then. Thanks for replying.

Here’s your confirmation.

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I am also reporting this error has cropped up across all my games that use a lobby system powered by MessagingService

1 Like

Its broken again.

1 Like