(Edit: see how to reproduce the bug here)
One of the players in my game has reported a specific value of his data keeps resetting. I looked into it and it seems like his data is getting corrupted everytime GetAsync is used.
I printed the specific value of the table that is being saved when a player joins, or leaves (or whenever the save function is called). I got the player to go in my VIP server and this is what I got:
(excuse my horrible debugging methods)
I set the player’s Investors value object to a number, and when he leaves it saves as seen in the screenshot below:
However, when he rejoins, the Investors key’s value is nil as seen in the screenshot below:
This happens to this player on the dev game too (a copy of the game but on another game). This one specific key becomes nil whenever he joins (which is when GetAsync is used). I’m not sure why this happens. It doesn’t happen to other players, only this one player.
This is a really weird bug and I’m not sure what’s causing it. If it’s some sort of datastore limitation on the length of the value that a specific key can have, I’m sure it’s not because it would, first of all, error, and second of all, more players would be experiencing this.
What should I do?