This data issue is very specific to my game and the way that it has to work, so I will spend a good bit of time prefacing what I am attempting to do.
The project that I have been working on and am nearing completion to is a realtime interactive map. If you have ever played games such as Hearts of Iron IV or Crusader Kings III, you would understand sort of what I’m attempting to do.
The data structure of the game has always been a bit messy, but I managed to make a solid system that was working, until I came across this issue today that is derived from the limits on MessagingService messages.
Let me explain the issue;
To make a solid and persistent data structure, I knew that I would have to use a mixture of MessagingService and DataStores. A lot of the issues from the data structure have been derived from data limits, but this one is the first one that I haven’t been able to circumvent.
NOTE: I am using 1 player servers.
The first issue that I came across was the 6 second limit on writing to the same DataStore key.
My solution to this was that when a server wanted to save (on close), it would ping the other existing servers using MessagingService, and if there were other servers, it didn’t need to save. The reason that it didn’t need to save, is because EVERY action on this map is automatically synced to the other existing server instances for the ‘realtime’ effect.
After this, I didn’t encounter much issues with data limits until now.
Here is a picture explanation of my issue:
You can see towards the bottom the explanation of my issue, and to be honest, I have no idea of how to approach solving this issue.
I realize now that 1 player servers crippled me into this issue, but it’s too far into the project now to change from the concept of 1 player servers.
Does anyone have any ideas of how to approach this?
Any tips would be appreciated.