So I have models in my game that need to use HTTP service, they are ticket machines.
However it will only work fine if i have like 4 of them max. In a game there would be around 20-30.
How can I design it better? Could I try to loop the request every 5 minutes until it is approved? How would I do it without the script breaking from an error?
What HTTP service are you accessing? If you’re using a shared Roblox proxy, it’s likely the 429 has nothing to do with you but because other people are using it too.
It is for whitelist. I don’t really know what it does but it requires a model and all the things happen there.
I also have another script that errors, which is the time script which sets the time to a irl timezone. At first it works for like 5 minutes and then it breaks with the error.
When I was doing work with bots, I had this issue. The workaround I used was to create a queue on the roblox side, and set it to send in intervals of 10 seconds if there was anything in the queue and send them in a bulk package. I modified my code to process and respond to these queues, so the roblox code would send a json object with each queued request as an instance in the object so that it would be easy for me to separate and handle them, then on my backend, I would have it send a response in the form of a json object, so that the code on roblox could separate and process the response for each request. It worked well tbh
-- Chunk Loader
local location = nil -- Folder
for _, v in pairs(location:GetDescendents()) do
if v:IsA("Script") or v:IsA("ModuleScript") then
v.Enabled = true
print("Loaded "..v:GetFullName())
task.wait(8)
end
end
Well, since these use a whitelist, I could make a seperate script that checks if the game is whitelisted, then it securely sends the data to all ticket machine models, could this work?
Possibly, I don’t know the full scope of what you’re after. When I was doing this kind of development, it was for a licensing system with a storefront. the storefront had to be connected at all times to my remote server, so it would be cross checking assets, checking connectivity, sending discord updates and a bunch more. It was handled through 2 handler scripts in roblox, and a single backend instance. It worked up until I retired the system.