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| 18 Jul 2014 02:01 PM |
External website which reads the data from the webpage of your choosing and returns it, doing so will require HttpService.
But that is totally stupid and pointless and you should just use DataStores to hold the data. |
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| 18 Jul 2014 02:13 PM |
Using DataStores for this along with everything else would cause us to breach the throttling rate
【◄[ϟ]〓☜✪ xWOWZABOYx; FCOM, SQN COM, Scientist, Veteran, Visionary ✪☞〓[ϟ]►】 |
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| 18 Jul 2014 03:45 PM |
Breaching the DataStore limit?
Stop using it wrong. |
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| 18 Jul 2014 06:28 PM |
DataStore-intensive games m8
【◄[ϟ]〓☜✪ xWOWZABOYx; FCOM, SQN COM, Scientist, Veteran, Visionary ✪☞〓[ϟ]►】 |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 18 Jul 2014 06:32 PM |
@Wowza, learn how to datastore, k.
That's not the DataStore limit. The limit applies to the size of a value being saved (i.e. a JSON'ed table might get cut off), NOT the amount of data stored (ba-da-tsst) on hard drives. |
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| 19 Jul 2014 01:06 AM |
Ever heard of datastore throttling rates? Last I checked it was 60+(10*numberOfPlayers), which for games with a lot of features that rely on the DataStore Service sometimes just isn't enough, no matter how efficient you make it.
【◄[ϟ]〓☜✪ xWOWZABOYx; FCOM, SQN COM, Scientist, Veteran, Visionary ✪☞〓[ϟ]►】 |
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| 19 Jul 2014 03:08 AM |
That it WAYA more than enough xD
You need to save what? Every 15 seconds (and only if the data has changed)?
That is 4*NumPlayers*NumStoresPerPlayer*ProbabilityOfStoreUpdate + 4*OtherEvents*ProbabilityOfOtherEvents
Compact everything and all will be fine. You could change saving to once per minute if you like, and aside from a server crash (unlikely) no data will be lost. Of course, there will be times when you need to save data FAST (teleporting) but you can limit the maximum number of quick teleports.
Really, 60 + 10*NumPlayers is no issue. |
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