Enhanced MessagingService Limits

Less gooo!!


8 Likes

Something Iā€™m confused of is why I can send 840 (or more) requests, but only receieve a 6th of them in other games, how does this even work?

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Can you reproduce this? Did the 840 requests succeed, or are they just attempts, but some of them failed/rate limited? Can you DM me your experience so I can take a look? thanks.

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Im wondering about these two numbers, theyā€™re confusing me a little, its not a bug Iā€™m trying to report here lol

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MessagingService had very oppressively small limits beforehand that made it non-viable for a lot of my use cases, so seeing 4x increase across the board is amazing. I love when results meet the promises and talks Roblox give us via events like the Developersā€™ Conference; here, the results of improved server infrastructure and backend technology better enable developers to create better features in their experiences.

Really appreciate it!

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very nice, hopefully one day there will no longer be limits for it, but that will be in the very future

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Will the size of message have itā€™s limits increased by chance in the near future?

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This is a really good question that Iā€™ve always hadā€¦ it doesnā€™t seem to make sense, so some insight on this would be nice :smiley: @jjwu_play

Otherwise, such an awesome change thatā€™ll open up so many more avenues for my games. Great to see.

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4x increase?! I think I can finally achieve that MMO system I had going before. Although, I had done it with DataStores instead of MessagingService originally. This is going to be a game-changer.

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Great update, but I do wish that the max messaging size could be higher than 1 KB.

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That is awesome! This update is a limit of message service! Thank you, and I love it! :heart:

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When will it work in Studio so I can actually develop without assuming things?

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wow, these are some pretty nice changes! Looking forward to what we can do with this.

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Good changes, love it!
Canā€™t wait for more of these.

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Iā€™m a little confused as to why this would be used over Memory Stores. It does look a little bit easier to use at least, especially for simple things.

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MessagingService is useful for messaging other servers, MemoryStoreService is for sharing data between servers.

Biggest difference is that a message can be listened to. You can handle it and send back a reply, or modify something in game.

MemoryStores donā€™t have this listener/subscriber feature.

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This makes sense, however you can code systems to do this anyway. Maybe Iā€™m not understanding something here, but these limits still appear to be much more strict than memory stores. I guess it depends on the specific use-case. As I said in my original reply, this does seem easier to use. But the per-experience limitations are what made me stay far away from this messaging service.

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Your implementation would be to poll a MemoryStore periodically to see if there is a ā€˜messageā€™?

If thatā€™s the case, then itā€™s not really efficient. In most cases thatā€™s probably fine (not recommended!), but an event/listener based system is very useful in some cases.

Personally Iā€™m using it for a ā€˜joinplayerā€™ command in our game. This sends a message to all servers, then the server that has the player (if any), sends back a message with itā€™s jobid. Then the server that first sent the request can teleport you to that server.

Doing that with MemoryStores is possible, but not ideal.

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Hey even if your system works , you donā€™t need MessagingService to do that
You can get a player JobId using that TeleportService | Documentation - Roblox Creator Hub
So youā€™re donā€™t use MessagingService

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Awesome! Glad to see so many positive updates from the Roblox team lately! Thanks!

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