The MessagingService class page does not exist on the Developer site, even though the link is referenced in a few places in the Cross-Server Messaging article. The two methods (SubscribeAsync and PublishAsync) do exist though.
Real excited to use this service but when will the page for MessagingService be fixed? Had to go scavenging through threads to find documentation for what it provides.
A fair warning to everyone here, I don’t believe that the subscription limit functionality is working correctly (or there is an issue with documentation)
In Vesteria, we create a single subscription for each user when they join, and unsubscribe immediately when they leave. The limit of subscriptions is documented at 5 + 2/user, but with 1 subscription per user we are seeing big spikes in messagingService failures which don’t make sense with our constant usage of the feature. Here’s the errors from today:
The error we get is usually “The game server has reached the allowed limit of active subscriptions”, but it’s a really weird error to get considering we are strictly opening one subscription per player, and we track all subscriptions in a table, removing them only when they have been disconnected, to ensure we don’t have “subscription leak.” Whenever a player leaves, we go through all subscriptions and disconnect the ones that aren’t connected to a player who is currently in the server as an extra level of redundancy.
I seem to not be able to open the page for some reason.
Had an issue as well with MessagingService throttling yesterday while under the original rate limits, hopefully there may be something like GetRequestBudgetForRequestType() for MessagingService as DataStore does.
The API Documentation seems to exist for me.
This seems to be a larger problem on the Developer Hub, since there are multiple pages not existing for some while they exist for others. As stated in here, it does not just affect that one page but multiple
Edit: It seems like the PublishAsync page does not exist for me.
There are a few strange issues going on with the API documentation website.
PublishAsync does work for me, however MessagingService does not (it worked a few days ago though).
RIP web devs. Looks like they’ve got a regional caching problem with CloudFront or something.
I can’t access any of the pages regarding MessagingService, unfortunately…
For anyone who still wants to access it, here’s a cached version of the page from 3 days ago. Be aware the Limitations portion may have changed.
Main functions for MessagingService:
Could be the way the service is set up or a memory limit or something like that.
There appears to be a problem with limits. In a 1 player server, the limit for how many PublishAsync messages can be sent per minute is (currently):
Which computes to an allotment of 210 messages that can be sent per minute. However, I am currently sending 58 per minute, as can be seen by my PublishAsync usage print, which should leave me with 152 remaining PublishAsync messages that I could’ve sent in that past minute.
So despite the fact that I’m well below the documented limit, I appear to be continually throttled and my messages are not sending.
I can back this issue up, me and my friend were playing with it, and were hitting the limit way to quickly.
We may need to file a bug report.
Do you have subscriptions to the same topic in other servers? This might have something to do with it:
This is still a major issue that’s preventing me from doing something that I’ve been trying to do; I was confused as to how I was hitting the rate by sending only 30-50 requests per minute. If this isn’t a bug, documentation on this behaviour would be pretty important.
I’ve seen publishes fail over 20 times consecutively in my game with near 2 minute long delays. This really needs to be acknowledged and fixed.
Can you both possibly provide code examples of what you’re attempting or what warnings/errors you receive?
The error I’m receiving is in my post, which is “The rate of publish requests exceeds the allowed limit”.
I’m using PublishAsync and am publishing to a topic 58 times per minute, and I’m listening to the same topic in the same server using SubscribeAsync. It isn’t problematic until I launch a second server, publishing to the same topic 58 times per minute, and simultaneously listening to the same topic, then I run into issues.
My code worked perfectly fine up until about a month ago, but when I resumed the project a month later, I ran into this error.
The “infinite player server” that @ForeverHD made also doesn’t work anymore. His game is open source, so I took a copy of it and observed that the errors in his game are the same errors I’m experiencing.
If you’d like to review the code that isn’t working, you can open studio for this game: Infinite Player Server (Open Source) - Roblox
There problem is definitely not within our code, and unless the documentation on the devhub is incorrect.
Thank you for the verification.
Omg yes! i can do great things with this in my models