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Rate limit on fetching Tetra Channel information for players in room #57
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do you expect the newly implemented err/kick/nope handling to handle this case, allowing us to log the error and only taking down that client instead of the entire process? |
the newly implemented err/kick/nope only emits the respective events that are sent from the server |
can you pls try catch this somehow and stall for a second or two and try again on exception? we got a 100 entrant tournament rn and this is looking scary as hell or maybe allow for caching the channelApi results and only fetching them once ever |
Use the game api instead of tetr channel (no rate limit) |
big if true, is he right |
seems like the rate limit is a lot higher there yes |
ill change this in a later update since using tetrchannel isnt really causing problems for now |
well it didnt happen last month but it just happened again right now, luckily it's stream room so no big deal but if this were to happen mid tournament we are shitting bricks
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ok nvm ill implement it soon then |
if a room has 10+ people it's possible to hit rate limit on channelApi here, which takes down the entire node process:
tetr.js/src/ws/commands/room.update.ts
Lines 92 to 94 in 226bf41
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