#Data Store Que Handling

4 messages · Page 1 of 1 (latest)

vestal crypt
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I am making a game which updates a screen GUI and a data store every time you pick up a coin. If one player picks up too many at one time, it builds up a que of data that's being sent to the sever.

I worry that with multiple people, it may cause you're progress on how much cash you have, due to too many people sending data to the data store for cash, causing requests to be dropped.

What other more efficient ways are there of saving data to a data store, rather than saving data every time an event happens, after which you'd want to save data?

night jewel
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Save when the player quits

vestal crypt
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How do I detect that?

night jewel
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game.Players.PlayerRemoved