So there i was, trying to make a chunk based terrain generater, when i ended up needed to get the data of what was in a chunk, back from, a chunk. As you do.
When suddenly, i find that, the list which contains all the information on the chunk, is ending up well, all the information in the list has some how been poofed. So i get digging (and the results may shock you)
yeah turns out that in the function which catches the data, if it writes it to a list then the list ends up , corrupteddd…
A. Long video.
The, problematic function in question.
The intended result is found in
If you read the code, this, should not be happening.
UPDATE
The issue appears to be due to, the “Actor” class. as after putting the script into a normal model it behaved as anticipated. I will be providing a photo of the generation script as this appears to be part.
If you’d like, I can make a bug report on your behalf! You’d need to put together a minimal reproduction place file though (place file with only the bug)
1 Like
got it!
Sorry about the naming, i just took my existing code and stripped it down.
TimeLineszzzesz.rbxl (60.4 KB)
I took a quick look over the code, it seems the issue is that you’re requiring the same ModuleScript from two different Actors. This doesn’t work the way you’re expecting because each Actor gets its own “copy” of the module. The easiest way to fix the issue you’re having would be to pass the data from the Actors through a BindableEvent.
Here's a somewhat technical explanation for why it works this way
Roblox’s script engine, Luau (and it’s ancestor Lua) can only do one thing at a time because it’s only able to use one “thread” on your CPU. To make it so you can have more than one script in your game, Roblox has a “scheduler”, which keeps track of what code needs to run and when. It runs each script until it either finishes or has to wait for something (this is what it means when something “yields”). Using task.defer(f)
and spawn(f)
tells the scheduler “Hey, I need you to start running this soon,” and task.spawn(f)
tells it “Run this and get back to me when you’re done.” The important part is that it never ACTUALLY runs code simultaneously, it just figures out a way to run everything one at a time. (This is also why forgetting a task.wait
in an infinite loop freezes the game - the scheduler doesn’t get a chance to move on to the other code that has to run before the frame ends, so the frame just doesn’t end until the script timeout says “enough is enough”.)
Parallel Luau, on the other hand, does actually run multiple bits of code at the same time. It works by essentially making an entirely new copy of the script engine for each Actor, and running those script engines on separate CPU threads. Since ModuleScripts are scripts, the only way to make them work in the Actor’s instance of the script engine is to run a new Actor-specific version of the module code.
1 Like