Announcing Messaging Service API for Open Cloud

I love this.
This will help greatly.

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This is a great update but the tutorial isn’t really much of a tutorial :grimacing: :skull_and_crossbones:

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This is amazing, you have no idea how long I’ve waited for this. However I have to say the tutorials are a little confusing for beginners, some examples would be appreciated.

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I feel as though the API Documentation in itself is sufficient

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Glad to see more APIs getting open cloud support. It’s also nice that APIs that have no existing counterpart are being prioritized first.

So much possibility for automation.

My only question is: what’s next? Is there any sort of timeline / plan?

Great update, keep it up!

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Looks great, plan to use this right away.

For anyone who wants a way to use this without writing any code, stop by the OpenCloudTools thread this weekend. I’ll have a new release supporting this API no later than Sunday.

Edit: This is available now, earlier than expected.

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cc @Csdi

While examples using curl are provided, it would be nice to have a few examples in various methods / languages, like for example GitHub does.

image

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What are the limits for this open-cloud API, I’m assuming it shares the same limits as Messaging Service, or does it have separate limits like the Datastore Service API?

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They will have separate limits defined in API reference.

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This seems rather coincidential; I made a post asking if this was possible yesterday involving a rather roundabout method of communicating between servers by using a fake client.

Except now you can do it directly!

Well done to the engineering staff involved in making this possible! I anticipate a lot of much more in-depth statistics becoming available now, in-game statistics.

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You can already do this on any standard web server with a get/post request. Websockets will never be added for security reasons.

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Oh, I didn’t see that.

Nice to see Roblox moving over to per-player-in-experience stats for requests-per-minute, was incredibly annoying to make my application scale with the Datastore APIs having a fixed limit.

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Wow, this is so useful! I can’t even begin to explain…Actually, I will! I remember thinking of multiple different ways to get around the fact that I wanted to run server events or other things for every single server within my Roblox experience from something outside of Roblox like Discord, and it’s finally feasible. Thank you!

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I’ve set up my own test bed to try out this update though I’m having issues with the response from running the POST request on the url returning “Status Code: 200 OK” but my ingame scripts never receive anything regardless of what the status code says. My url looks like this

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Was the server you joined live while you sent the request? Only servers that are on when the request is sent will recieve the message.

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Yes, there was a live server with the code necessary to receive the request running on it as well. I’m fairly certain the whole process of sending the POST request is correct as why would it send a response message of “OK” if it wasn’t. Though I’m still lost on why nothing is received ingame with the help of SubscribeAsync function

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Are we ever going to get official support for creating developer products, currently we have to use the client API to do this which does not work very well especially when it involves the usage of cookies.

Repost from Recent and Upcoming Changes to Roblox Web APIs - #36 by parker02311

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I have been waiting for this for soo long. This removes the need of long polling our web servers to send data to roblox games servers. I see many opportunities open up with this. Thanks for considering our feedback!

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We’re tackling APIs piece-by-piece. I don’t have an official timeline to share but this is something we plan on exploring further.

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This is something we’re working on as well. Our updated docs site will eventually support this functionality.

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