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I’m aware of the problem and how hard it is to deal with them.
But first of all, all webcalls should be using an pcall() and the fact that your game breaks because Friend Service doesn’t work is pretty bad… Yes, ROBLOX isn’ stable with there web service and we should inform our Players when we can’t reach an service.
For example, if the DataStore Service goes down we lock all incoming transactions and tell them ‘Hey there, it seems that ROBLOX is having trouble. Your data may not be saved !’, when the Service comes up again we can just restore business as usual.
I’m not using FriendService, I don’t even know what called that because it was on an outdated server so the line numbers were wrong. I think it was either FollowUserId, GetPlayerPlaceInstanceAsync, or GetFriendsOnline.
I know know now that I should use pcall but I didn’t realize it would happen until it was too late. Again, they’re unpredictable, but yes I will be taking your advice and pcalling everything now.
The fact that they are erroring so much is an issue that needs to be fixed.
Yeah, even though I can pcall them so they don’t break things, it’ll still make features temporarily inaccessible which is bad anyway.
The problem is that it is difficult for them not to make the line error, because it is unclear what the method call should return if it fails on a lower level (there is no specific status variable that is returned, you only obtain the result, so there is no way for you to check right now if a certain request failed based on what the function returns, and if there was there would be no convenience benefit over pcalling), or if it should just stay blocked and retry until it works, but that may lead to other issues that you didn’t account for.