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Re: Datastore OnUpdate times inconsistent?

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Lightlimn is not online. Lightlimn
Joined: 09 May 2010
Total Posts: 4079
14 Jan 2017 01:25 PM
I'm updating something every like 10 seconds or so, and it's fine at first but starts lagging behind dramatically, like 20 seconds sometimes. Any reason for this?
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
14 Jan 2017 01:27 PM
OnUpdate OnUpdate 30 + numPlayers * 5


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Lightlimn is not online. Lightlimn
Joined: 09 May 2010
Total Posts: 4079
14 Jan 2017 01:28 PM
Should still be plenty. It's for a queuing system where people need to be able to join it and leave, but it updates slow. Queues can have 5 people, and the only problem is the updating. There's no reason for it to be slow except roblox, right? Or am I updating it too much so it lags?
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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
14 Jan 2017 02:21 PM
possibly. im not sure


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CamoNoobX is not online. CamoNoobX
Joined: 27 Jan 2011
Total Posts: 268
14 Jan 2017 02:37 PM
Is this for a matchmaking system? I'm actually interested in how you're doing this, seems like different servers would read outdated datastores.


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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
14 Jan 2017 02:40 PM
http://wiki.roblox.com/index.php?title=Matchmaking


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CamoNoobX is not online. CamoNoobX
Joined: 27 Jan 2011
Total Posts: 268
14 Jan 2017 02:42 PM
@TimeTicks
This is not cross-server. I would want to make a cross-server system, but it seems like datastore OnUpdate can be inconsistent and it might be kind of buggy.


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TimeTicks is not online. TimeTicks
Joined: 27 Apr 2011
Total Posts: 27115
14 Jan 2017 02:46 PM
youll need to test outzide of studio

the change isnt always immediate.


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Lightlimn is not online. Lightlimn
Joined: 09 May 2010
Total Posts: 4079
14 Jan 2017 03:21 PM
Yeah, it is cross-server. Seems to work quite well actually. It's just that OnUpdate isn't great at the moment. It did work somewhat, though. Basically, I have an ################ of queue names(random 15 character strings), and I search for one with a certain priority depending on what I'm looking for. From there, I use that queue key to search for the full queue on a normal data store which has all the information - players, maxplayers, queue name, priority, queue holder etc. But again, it's not working well because of OnUpdate. I think it is to do with how often I'm using it, but there doesn't seem to be an easy way around it. Eventually I'll shift over to HTTPService for it and set up my own thing there, but that requires a lot more effort than I want to put in at this moment, and isn't necessary for this right now. It would be if more players were on, but there won't be many right now.
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Lightlimn is not online. Lightlimn
Joined: 09 May 2010
Total Posts: 4079
14 Jan 2017 03:21 PM
ordered data store*
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drslicendice is not online. drslicendice
Joined: 05 Mar 2011
Total Posts: 18737
14 Jan 2017 04:10 PM
I actually tested the latency between the OnUpdate times, and it was exactly 30 seconds behind every time. Try using HTTPService for a matchmaking system if it's too laggy.
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Lightlimn is not online. Lightlimn
Joined: 09 May 2010
Total Posts: 4079
15 Jan 2017 05:15 AM
Yeah, I will do soon. It's a shame that it does that, though.
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