UserHasBadgeAsync In Chat Tags

It may be a little wrong, to be honest I don’t know, but the main problem bothers me a lot, how can it be fixed?
I keep getting UserHasBadgeAsync errors, my third thread on the same topic. Can it be fixed with pcall? Even if it is fixed with pcall, all my badges have pcall in it, does this provide a negative reaction time? I need help

fix

Serverside script:

local MarketplaceService = game:GetService("MarketplaceService") 
local Players = game:GetService("Players")
local ChatService = require(game.ServerScriptService:WaitForChild("ChatServiceRunner"):WaitForChild("ChatService"))
local BadgeService = game:GetService("BadgeService")
local BadgeId = 2127223808
local BadgeId2 = 2127419839
local gamepassId = 27520453
local groupId = 3687166


ChatService.SpeakerAdded:Connect(function(username)

	local speaker = ChatService:GetSpeaker(username) 
	local player = Players:FindFirstChild(username) 

	local gamepassOwned = MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamepassId)
	local inGroup = player:IsInGroup(groupId)

	local tags = {}
	if gamepassOwned then
		table.insert(tags, {TagText = "⭐", TagColor = Color3.fromRGB(255, 200, 61)})
	end
	if inGroup then
		local role = player:GetRoleInGroup(groupId)
		table.insert(tags, {TagText = role, TagColor = Color3.fromRGB(0, 255, 77)})
	end
	if BadgeService:UserHasBadgeAsync(player.UserId,BadgeId2) then
		table.insert(tags, {TagText = "💸", TagColor = Color3.fromRGB(95, 178, 65)})
	end
	if BadgeService:UserHasBadgeAsync(player.UserId,BadgeId) then
		table.insert(tags, {TagText = "🍫", TagColor = Color3.fromRGB(221, 46, 68)})
	end
	speaker:SetExtraData("Tags", tags)
end)

Have you made sure that your badge id’s are valid?

You should always wrap those calls in pcalls to prevent those errors.

Also, are your badges/gamepasses valid and properly working?

I just tested it out, and it worked.

Yes, I’m sure. They are valid badges

As in my other topics, it works at first, but later on, as the number of people increases, I encounter such an error

Maybe you are sending too many requests to badge service at once, I’ve had this issue in previous games.

Could pcall be the only solution and how?

If you don’t wrap this in a pcall, there will be a 0.01% of badgeservice failing, so you should wrap it in a pcall.
How to do it
In game settings(security) enable studio access to API services
Make each badge an individual script

[quote=“Forummer, post:1, topic:1727148, full:true”]

Gamepass badge (awarded for purchasing a gamepass):

local players = game:GetService("Players")
local marketplace = game:GetService("MarketplaceService")
local userOwnsGamePass = marketplace.UserOwnsGamePassAsync
local badges = game:GetService("BadgeService")
local userHasBadge = badges.UserHasBadgeAsync
local awardBadge = badges.AwardBadge

local gamePassId = 0 --Change to ID of gamepass.
local badgeId = 0 --Change to ID of badge.

local function onPlayerAdded(player)
	local success, result = pcall(userOwnsGamePass, marketplace, player.UserId, gamePassId)
	if success then
		if result then
			local success2, result2 = pcall(userHasBadge, badges, player.UserId, badgeId)
			if success2 then
				if not result2 then
					local success3, result3 = pcall(awardBadge, badges, player.UserId, badgeId)
					if success3 then
						if result3 then
							do end
						end
					else
						warn(result3)
					end
				end
			else
				warn(result2)
			end
		end
	else
		warn(result)
	end
end

local function onGamePassPurchasePromptFinished(player, _gamePassId, wasPurchased)
	if wasPurchased then
		if _gamePassId == gamePassId then
			local success, result = pcall(userHasBadge, badges, player.UserId, badgeId)
			if success then
				if not result then
					local success2, result2 = pcall(awardBadge, badges, player.UserId, badgeId)
					if success2 then
						if result2 then
							do end
						end
					else
						warn(result2)
					end
				end
			else
				warn(result)
			end
		end
	end
end

players.PlayerAdded:Connect(onPlayerAdded)
marketplace.PromptGamePassPurchaseFinished:Connect(onGamePassPurchasePromptFinished)

I couldn’t combine it with the script I used, pcall seems confused to me

Sometimes, badgeservice has a 0.01% of failing. A pcall can help.
How to make a errorMessage:
After the if statement that will award you the badge, type this in your code

local awarded, errorMessage = pcall(function()

Now, award you badge:

local awarded, errorMessage = pcall(function()
     BadgeService:AwardBadge(player.UserId, BadgeId)
end)

Now, make your error message

local awarded, errorMessage = pcall(function()
			BadgeService:AwardBadge(player.UserId, BadgeId)
		end)
		
		if not awarded then
			warn("Error while awarding badge:", errorMessage)
		end
	end
end)
a pcall can help a lot when dealing with badgeservice promblems
you can do a lot with pcall because they are functions that don't error and make 
your code run successfully.

So like that?

local MarketplaceService = game:GetService("MarketplaceService") 
local Players = game:GetService("Players")
local ChatService = require(game.ServerScriptService:WaitForChild("ChatServiceRunner"):WaitForChild("ChatService"))
local BadgeService = game:GetService("BadgeService")
local BadgeId = 2127223808
local BadgeId2 = 2127419839
local gamepassId = 27520453
local groupId = 3687166


ChatService.SpeakerAdded:Connect(function(username)

	local speaker = ChatService:GetSpeaker(username) 
	local player = Players:FindFirstChild(username) 

	local gamepassOwned = MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamepassId)
	local inGroup = player:IsInGroup(groupId)

	local tags = {}
	if gamepassOwned then
		table.insert(tags, {TagText = "⭐", TagColor = Color3.fromRGB(255, 200, 61)})
	end
	if inGroup then
		local role = player:GetRoleInGroup(groupId)
		table.insert(tags, {TagText = role, TagColor = Color3.fromRGB(0, 255, 77)})
	end
	local status, data = pcall(function()
		return BadgeService:UserHasBadgeAsync(player.UserId,BadgeId2)
	end)
	if not status then error(data) end
	if data then
		table.insert(tags, {TagText = "💸", TagColor = Color3.fromRGB(95, 178, 65)})
	end

	status, data = pcall(function()
		return BadgeService:UserHasBadgeAsync(player.UserId,BadgeId)
	end)
	if not status then error(data) end
	if data then
		table.insert(tags, {TagText = "🍫", TagColor = Color3.fromRGB(221, 46, 68)})
	end
	speaker:SetExtraData("Tags", tags)
end)