Hey fellow developers, I have been using a toolbox door system (since Im too lazy to do one myself), It has been working perfectly until today. Today it randomly started to refusing working. It’s only making half of the door work (there is about 60 doors). I have been trying to fix it myself by removing all the doors, re pasting them re-naming folders in the workspace and in the script, nothing works the only thing I’m getting output of is bellow:
StarterPlayer.StarterPlayerScripts.door_client  -  Studio
  00:11:26.938  Infinite yield possible on 'ReplicatedStorage:WaitForChild("door")'  -  Studio
  00:11:26.939  Script 'StarterPlayer.StarterPlayerScripts.door_client', Line 20 
  00:11:26.960  Infinite yield possible on 'ReplicatedStorage:WaitForChild("door")'  -  Studio
  00:11:26.960  Script 'StarterPlayer.StarterPlayerScripts.door_client', Line 20 
and
00:22:50.496  Infinite yield possible on 'Workspace.DoorWorking.SlideDoor:WaitForChild("door1")'  -  Studio
  00:22:50.496  Script 'StarterPlayer.StarterPlayerScripts.door_client', Line 156  -  Studio - door_client:156
  00:22:50.497  Infinite yield possible on 'Workspace.DoorWorking.SlideDoor:WaitForChild("door1")'  -  Studio
  00:22:50.497  Script 'StarterPlayer.StarterPlayerScripts.door_client', Line 156  -  Studio - door_client:156
This has been happening even though nothing has been touched since.
Also here is the code bellow:
-- << - << 		Services 		>> - >> --
local players = game:GetService('Players')
local replicated = game:GetService('ReplicatedStorage')
local uis = game:GetService('UserInputService')
local rs = game:GetService('RunService')
local ts = game:GetService("TweenService")
-- << - << 		Variables 		>> - >> --
local plr = players.LocalPlayer
local plr_gui = plr:WaitForChild('PlayerGui')
local doors = {}
local char
local hum
local torso
local closest_door = nil
local min_distance = 6
local door_func = replicated:WaitForChild('door')
local ui = script:WaitForChild('doorUI')
local frame = ui:WaitForChild('frame')
local interact_text = frame:WaitForChild('interact')
local warning_text = interact_text:WaitForChild('warning')
local tween_infos = {
	lights = TweenInfo.new(.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut, 0, false, 0),
	BlastDoor = TweenInfo.new(3.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut, 0, false, 0),
	SlideDoor = TweenInfo.new(1.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 0, false, 0),
	text = TweenInfo.new(.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0)
}
local last_message_tween = tick()
local last_click = tick()
local messages = {
	["denied"] = "You are unable to perform this action.",
	["granted"] = "You successfully completed this action.",
	["debounce"] = "This door is currently being used.",
	["lockdown"] = "This door is on lockdown status."
}
-- << - << 		Functions 	>> - >> --
local function verify_door(obj)
	if obj:IsA('Model') and obj:FindFirstChild('clearances') and obj.PrimaryPart then
		return true
	end
end
local function can_see(part)
	local vector = (part.Position - torso.Position)
	local infov = vector:Dot(torso.CFrame.lookVector) > 0
	if infov and vector.magnitude < 9e8 then
		local ray = Ray.new(torso.Position, vector.unit * 999)
		local part, hitPosition = workspace:FindPartOnRay(ray, char)
		return part, infov
	end
	return false
end
local function get_closest_door() --credit to software for the idea of using table.sort (big brain)
	local distances = {}
	for door, info in pairs(doors) do
		distances[#distances+1] = {door, plr:DistanceFromCharacter(info.center.Position)}
	end
	table.sort(distances, function(obj1, obj2)
		return obj1[2] < obj2[2]
	end)
	if distances[1] and distances[1][2] <= min_distance then
		return distances[1][1]
	end
end
local function fade_message(text,arg,arg2)
	if text:IsA('TextLabel') then
		local tween
		if arg == 'Out' then
			tween = ts:Create(text,tween_infos.text,{
				TextTransparency = 1, 
				TextStrokeTransparency = 1
			}):Play()
		elseif arg == 'In' then
			tween = ts:Create(text,tween_infos.text,{
				TextTransparency = 0, 
				TextStrokeTransparency = 0.85
			}):Play()			
		end
		if arg2 then tween.Completed:Wait() end
	end
end
-- << - << 		   Code 		>> - >> --
uis.InputBegan:Connect(function(input, process)
	if input.KeyCode == Enum.KeyCode.E and not process and closest_door and char and hum.Health > 0 and tick()-last_click >= .5 then
		last_click = tick()
		local msg = door_func:InvokeServer(closest_door)
		if msg then
			warning_text.Text = messages[msg]
			fade_message(warning_text, 'In')
			last_message_tween = tick()
			delay(3, function()
				if tick()-last_message_tween >= 3 then
					fade_message(warning_text, 'Out')
				end
			end)
		end
	end
end)
plr.CharacterAdded:Connect(function(newchar)
	char = newchar
	hum = char:WaitForChild('Humanoid')
	torso = hum.RigType == Enum.HumanoidRigType.R15 and char:WaitForChild('UpperTorso') or char:WaitForChild('Torso')
	ui.Parent = plr_gui
	hum_died = hum.Died:Connect(function()
		rs:UnbindFromRenderStep('door')
		ui.Parent = script
		closest_door = nil
		hum_died:Disconnect()
	end)
	rs:BindToRenderStep('door', 300, function()
		local door = get_closest_door()
		if door and can_see(door.PrimaryPart) then
			closest_door = door
			fade_message(interact_text, 'In')
			repeat wait(); until get_closest_door() ~= door or hum.Health <= 0 or not char or not can_see(door.PrimaryPart)
			fade_message(interact_text, 'Out')
		end
	end)
end)
plr.CharacterRemoving:Connect(function()
	rs:UnbindFromRenderStep('door')
	ui.Parent = script
	closest_door = nil
	if hum_died then hum_died:Disconnect() end
end)
for _, door in pairs(workspace:WaitForChild('DoorWorking'):GetChildren()) do
	if verify_door(door) and not doors[door] then
		if door.Name == 'BlastDoor' or door.Name == 'SlideDoor' or door.Name == "SlideDoors2" then --add different door types here, only add them if you know what you're doing ;)
			local door1, door2 = door:WaitForChild('door1'), door:WaitForChild('door2')
			local last_open = tick()
			doors[door] = {
				center = door.PrimaryPart,
				open = door:WaitForChild('open'),
				lights = door:WaitForChild('lights'):GetChildren(),
				door1 = door1,
				door2 = door2,
				open_cf1 = door1.CFrame * CFrame.new(0, 0, door1.Size.Z),
				closed_cf1 = door1.CFrame,
				open_cf2 = door2.CFrame * CFrame.new(0, 0, door2.Size.Z),
				closed_cf2 = door2.CFrame
			}	
			local info = doors[door]
			door1.CFrame = info.open.Value and info.open_cf1 or info.closed_cf1
			door2.CFrame = info.open.Value and info.open_cf2 or info.closed_cf2
			info.open:GetPropertyChangedSignal('Value'):Connect(function()
				last_open = tick()
				local tween1 = ts:Create(door1, tween_infos[door.Name], {CFrame = info.open.Value and info.open_cf1 or info.closed_cf1})
				local tween2 = ts:Create(door2, tween_infos[door.Name], {CFrame = info.open.Value and info.open_cf2 or info.closed_cf2})
				tween1:Play()
				tween2:Play()
				for _, light in pairs(doors[door].lights) do
					ts:Create(light, tween_infos.lights, {Color = doors[door].open.Value and Color3.fromRGB(0, 255, 0) or Color3.fromRGB(255,0,0)}):Play()
				end
				delay(2,function()	
					if tick() - last_open >= 2 then
						for _, light in pairs(doors[door].lights) do
							ts:Create(light, tween_infos.lights, {Color = Color3.fromRGB(255,255,255)}):Play()
						end
					end
				end)
			end)
		end
	end
end
And:
---------------------------------CREDITS-------------------------------
--DEVELOPER: Soliform USERID: 53981661
---------------------------------CREDITS-------------------------------
-- << - << 		Services 		>> - >> --
local replicated = game:GetService('ReplicatedStorage')
-- << - << 		Variables 		>> - >> --
local doors = {}
local doors_folder = workspace.DoorWorking
local door_func = replicated.door
local min_distance = 6
local debounce_lengths = {
	BlastDoor = 2,
	SlideDoor = .5
}
-- << - << 		Functions 	>> - >> --
local function verify_door(obj)
	if obj:IsA('Model') and obj:FindFirstChild('clearances') and obj.PrimaryPart then
		return true
	end
end
local function check_clearance(plr,door)
	if plr.Character and doors[door] then
		for i,v in pairs(plr.Backpack:GetChildren()) do
			if v:IsA('Tool') and doors[door].clearances[v.Name] then
				return true
			end
		end
		for i,v in pairs(plr.Character:GetChildren()) do
			if v:IsA('Tool') and doors[door].clearances[v.Name] then
				return true				
			end
		end
	end
end
door_func.OnServerInvoke = function(plr, door)
	if doors[door] and plr.Character then
		local info = doors[door]
		local distance = plr:DistanceFromCharacter(info.center.Position)
		if distance ~= 0 and distance <= min_distance then
			if check_clearance(plr, door) then
				if tick() - info.last_open >= debounce_lengths[door.Name] then
					info.open_val.Value = not info.open_val.Value
					info.last_open = tick()		
					for i, v in pairs(info) do
						if typeof(v) == 'Instance' and v:IsA('Sound') then
							v:Stop()
						end
					end
					if info.open_val.Value and info.open then 
						info.open:Play()
					elseif not info.open_val.Value and info.close then
						info.close:Play()
					end
					if info.granted then info.granted:Play() end
					return 'granted'
				else
					if info.denied then info.denied:Play() end
					return 'debounce'
				end
			else
				if info.denied then info.denied:Play() end
				return 'denied'
			end
		end
	end
end
-- << - << 		   Code 		>> - >> --
for _, door in pairs(doors_folder:GetChildren()) do
	if verify_door(door) and not doors[door] then
		doors[door] = {
			open_val = door.open,
			clearances = require(door.clearances),
			center = door.center or door.PrimaryPart,
			open = door.center:FindFirstChild('open'),
			close = door.center:FindFirstChild('close'),
			granted = door.center:FindFirstChild('granted'),
			denied = door.center:FindFirstChild('denied'),
			last_open = tick()
		}
	end
end
---------------------------------CREDITS-------------------------------
--DEVELOPER: Soliform USERID: 53981661
---------------------------------CREDITS-------------------------------
Any help would be really apreciated as of now developpment of my game is halted

