Excessive rate limits when checking gamepasses & group ranks

The following native engine apis (and possibly more) had their rate limits randomly increased sometime today.

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.

Examples of the error:

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.

Another example:

Affected experience: Northport Prison - Roblox

Expected behavior

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.

17 Likes

This is happening in my game too and is a huge issue. Undocumented rate limit changes are not good… Hopefully will be resolved soon.

3 Likes

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.

(images from reporter)


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.

Would appreciate more information on this.

6 Likes

We’re also seeing reports of this happening on a large scale in :guardsman: Buckingham Palace. Many users are unable to use their game-passes as the method is returning TooManyRequests.

1 Like

This is happening to my game as well. People are basically unable to play the game because it’s returning TooManyRequests. Thanks for reporting this.

1 Like

Happening to mine as well. Causing massive issues. [👑🍀] Be NPC or DIE!💢 - Roblox

2 Likes

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.

1 Like

This is happening to my game as well.

1 Like

Also happening in a couple of my games, one of them notably being [ABYSSHEART 🖤] Depthless RPG - Roblox

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?

It seems that in studio the ratelimits for marketplace service are extremely high.

This causes parts of my game to be untestable while in studio, meaning I have to go ingame everytime I want to test a specific system.

Though maybe this should be a separate bug report?