The days prior I’ve had no problems checking if a player owned a gamepass. Only recently, it began throwing TooManyRequests even while wrapped in a pcall and retried if the request fails. I have another layer of temporarily caching results within my experience, but still hit with this error regardless.
Checking group ranks will either take a extreme amount of time before successfully fetching the group rank or fail entirely and throw a HTTP 429 (Too Many Requests) error. If it takes too long and the player leaves the server, it will throw a Player not in datamodel error.
The requests to the native engine apis should succeed and return valid data.
This change heavily affects player gameplay as players do not have access to some features they earned/paid for. If this was an intentional change, I would like some insight on why it happened.
I have also been receiving reports from users in our game, Pinewood Computer Core, saying their gamepass items were not loading occasionally on spawn. The earliest report was yesterday at 9:38PM Eastern.
I joined the game shortly after the report and noted that my tools also did not load. I do pcall and attempt to ratelimit requests. I use additional logic to cache “user owns this pass” results to reduce overhead of users respawning in quick succession as well.
Additionally, we do not use GetRankInGroup/GetRoleInGroup in our game as we base everything on caches of GroupService APIs. We have not noticed any spike in errors for that as of this message, but we are monitoring.
We’re also seeing reports of this happening on a large scale in Buckingham Palace. Many users are unable to use their game-passes as the method is returning TooManyRequests.
This is happening to a game I work on as well ([DRIVE THRU 🚗] SizzleBurger Restaurant - Roblox). It has been causing major issues with our GetRankInGroup functions. When a server first starts, the requests all pass with flying colors, and users’ ranks are cached. However, it then begins to error with Player:GetRankInGroup error: Player not in datamodel.
I had to re-write the gamepass handling system to cache the user’s owned gamepasses and recheck only every minute or so, but it still often causes problems- meaning, I don’t think this problem can be fixed by the developer- even when attempting to avoid the rate limit- it still throws an error occasionally when only checking for a gamepass once?