Recently my game has been getting huge spikes of this.
My game has 100 player servers and uses many web calls through MessagingService, DataStoreService (using Datastore2), and HttpService for webhook reports.
I also use my own custom chat system that doesn’t use web calls so I am not sure why the default Roblox chat is still operating. Especially on the server.
It clogs up my dev console and I assume there is genuinely something wrong going on. As far as I am aware Err429 usually means that there’s too many requests. But why is this annoying chat script spamming me?
It is still happening at the time of posting, I can’t practically create a repro because the game is pretty massive and I’m sure there’s plenty of reasons that lead up to this. But the issue remains and it is getting worse.
All I can really do is provide context;
My game uses a custom chat I made myself. Most or all core gui is disabled ASAP via this function when a player loads in.
Local script in PlayerGui
repeat wait() until pcall(function() game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.All,false) end)
Everything gets disabled on the client when it can. But the real issue seems to be on the server.
Every time a player joins after about 25-50 players are present in the 100 player server a huge wall of this pops up
I’m not even sure how this could be. In an effort to stop this I tried to delete all scripts I thought might be the culprit(s). The server runs this at the beginning of runtime.
Server script in ServerScriptService
for _,p in pairs(game:GetDescendants()) do -- I don't know where the core scripts are so I to search the whole datamodel pcall(function() -- Wrapped in pcall because some descendants are top level services if p.Parent.Name == "Chat" and p.Parent ~= _G.REPS.DataRetrieve.Chat then -- p.Parent ~= _G.REPS.DataRetrieve.Chat is to prevent it from destroying my own custom chat directory p:Destroy() end end) end
But to no avail, something triggers an event to fire a bajillion webcalls every player join event. I assume they are to check if a player is friends with someone? Not sure. The problem is that the server is calling this, and despite my effort to nullify it all.
This is definitely not my custom chat because although I do check to see if someone is friends with someone when they join. I don’t access any
Chat.ChatModule or anything of the sort. And all the calls I make are on the client, not the server.
Sorry I can’t provide a repro, I’m not sure how I would practically go about that.