I don’t think there is much you can do, I would just ask DevRel to whitelist your servers
There’s no such thing as a ‘whitelist’ on servers.
Your roblox game servers are being ddosed? I made a solution what about this
edit: meant to specify on earlier post to find whitelisted servers
Wooow! I’m not super pro at roblox programming, i didn’t understand how to use data store, but this way is so easy to use! And also i was scared about data of some players will destroy sometimes, one of youtubers said that with this module script it will be fixed! Thank you so much, this helped me alot!
someone knows how can i change player data (using ProfileService) if player is not in game?
Use global updates to adjust their data when they rejoin.
This is basically the holy grail of data store modules. This will fix most of the data problems that have
plagued me with headaches and extra hours of coding. Thanks!
Does it use OrderedDataStores?
No,ProfileService do not use OrderedDatastore
Should I use this on datastores that can’t be duped? It sounds like a good habit to be honest.
I decided to rewrite my datastore scripts, and decided to use this as well instead of the default datastore API
Is it possible to use ProfileService for global data stores that handle game content, not user based stuff? I wanna store game content, and be able to load the profile from multiple servers without any issues
Yeah, I’m pretty sure you can. I think I did for one of my games but I haven’t worked on that game in a while so I can’t remember.
Really depends on your usecase. In 99% of cases you won’t have conflicts using regular ordered datastores.
If you’re certain you can have conflicts, I would create a custom module that implements session locking. Other profileservice features won’t be needed either way.
I don’t know if using ProfileService for no user related data is a great idea.Could you explain your case ?
How would one go about doing a “deep” reconcile, i.e. a recursive reconcile of data?
For example, my data is structured like this:
{
Name = "Whatever";
HairColor = "Black";
Gold = 100;
Inventory = {
{Name = "Item1"; Attributes = {}};
{Name = "Item2"; Attributes = {
Durability = 100;
}}
}
}
With the typical reconcile, if someone joins the game earlier on with the Inventory table starting as
Inventory = {
{Name = "Item1"; Attributes = {}};
}
instead of with Item2, they would never get Item2.
Would it be a good idea to manually reconcile this multi-layered table?
What I like about this module:
- Unlike datastores, it can easily prevent data loss.
- I can create custom functions with it, such as money functions, or give functions, etc.
- It is very easy to use and reliable.
You have to use a string as index (dictionary), reconciling doesn’t work on number indexes (arrays).
{
Name = "Whatever";
HairColor = "Black";
Gold = 100;
Inventory = {
["Item1"] = {Name = "Item1"; Attributes = {}};
["Item2"] = {Name = "Item2"; Attributes = {
Durability = 100;
}};
}
}
This is stupid. I’m trying to find a solution to my horrible jinx that all of my datastores never work, and nothing is it. The code makes no sense and it doesn’t even work. Why does it have to be 10x longer if its just to save your data. I really could care less about all of these features. I just want something that can compact 30 lines of code into a function that automatically does it for me. Instead i have to do all of this other crap and I have nothing fixed.
I can’t tell if this is a troll post or not.
Kid, welcome to coding. If you don’t like it, do the stuff yourself.