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.
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.
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.
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.