Currently the webside is acting really sluggish and things are loading longer than they usually do or not at all. Right now I can’t join games, configure games or visit most of the web pages. Players have been reporting to me that their gamepasses/badges aren’t loading, which I investigated earlier and saw Async calls returning InternalServerError in the console. There’s probably loads since it seems to be a server issue in general.
It has been going on for over an hour now from what I’ve seen. Seems to fluctuate between working fine, loading longer than normal or not working at all.
After several trials, I managed to get into studio, however as you can see, it says my game is not published and that I am not logged in, although if you look at the top right corner, I am clearly logged in.
Some additional information that we’re seeing on our end
DataStore requests have been failing for the past three hours. They are reporting the following message and they are also completely timing out (ie: not returning any response)
I have a mechanism to determine if there hasn’t been a response from the datastore api within a certain amount of time, and reporting an error if this occurs. I am seeing tons of these errors.
Players are reporting TeleportService issues. Our game is entirely dependent on TeleportService. Players cannot play the game if teleport service breaks.
A bunch of other arbitrary API’s are failing as a result of whatever is causing this. Here are some screenshots:
This may or may not be related to these issues this morning but yesterday, i lost over five hours of work in studio as my work did not save, to the autosaves folder or when pressing the save button. I got a message saying “Failed to bind to workspace. Please restart studio to resolve this issue” and all of my progress was lost.
Can’t even join my own game, and if I manage to get in, the datastore breaks and the teleport fails which is really important for my game. And if I manage to get teleported it is really slow to load.
I had this issue with the website the other day and the client on Android (Pixel 4 XL and Chromebook) was unbearably slow too. It seems okay now, but I have been getting warnings in my output that IsInGroup is not working (in a CoreScript) today.
For any developer reading this, you should probably go into your game right now and slap a pcall() around anything that involves a function checking someone owning something with MarketplaceService such as UserOwnsGamePassAsync() to prevent the rest of the script breaking.
Ofc, this is safe practice to do from the beginning, but best to impliment this if you haven’t already even as a temporary solution
Not really. This time’s seems to be really fixed basing on my own research. I wasn’t able to upload audio in any way because servers timeouted. Now it’s going smoothly. Completely no issues.
You should do this anyways regardless of any outstanding issues for any function with Async in the name. In the real world network requests sometimes just fail due to freak circumstances, and you’re going to get an error from the API when that happens – your code should anticipate and handle that scenario.