"For each Roblox game server, there is a limit of 500 HTTP requests per minute. Exceeding this may cause request-sending functions to stall entirely for about 30 seconds."
So let’s say I am using my MySQL as my database and every time a user joins the game I use a HttpService:Post() to get the data of that user, If for example I have a game which have an average of at least 500 people joining every minute at the same time I also use a HttpService:Post() to save the data when people leave so another 500 different people then wouldn’t it overload or stall and might not load peoples data or it wont save to my database?
The limit is per server, not for the entire game. But, by the looks of it you should be using DataStoreService because it doesn’t have a hard limit and is based on the number of players.
The keyword is “For each Roblox game server”, you should be fine as long as 500 players aren’t joining a server at once. @5eri_n datastores can be more unreliable, it would be preferred to use your own made database.
Then use HttpService:PostAsync or HttpService:RequestAsync whenever you need to send the data.
But are more flexible because they are based on player count, and personally I’ve NEVER run into any issues with it, and you can just use DataStore2 or ProfileService.
Yes, I am using HttpService:PostAsync but I am asking about the limitations of these HttpServices…
Let me rephrase the question:
If I have 500 players leaving at the same time and I save those players data using HttpService:PostAsync and If lets say 100 players join at the same time then there would be 600 HttpService:PostAsync, My question is what would happen if its like that? Would it overload/stall and not load the data of the player in game or website?
It’d just do the same thing as datastores when you overload them, it’ll put the requests in a queue and start performing them after a little (presumable after 30 seconds), and any more requests that you try to do when the queue is full gets dropped.
Yes? If the data is in the queue then it can take more than 30 seconds for it to actually go through, which is what I get from the documentation.
Although, I highly recommend you don’t do this. If someone finds your server’s IP, they could DDoS it or send requests to put items in their save, maybe server you’re using goes down or the company running it shuts down, making every one of your players lose their progress.