#Login rate limit

8 messages · Page 1 of 1 (latest)

jaunty fjord
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Hello, we are testing our systems and we are hitting the login rate limit using the client unity api. Is there a way to increase this limit? This limit will not work when we release our game. We don't want our customers to have to wait in queue to login.

We are using this to login right now. Maybe one of the other methods work better?

var login = await PlayFabClientAPI.LoginWithCustomIDAsync(customIdRequest);
short lava
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This limit is being hit after the 4th user login from an Integration test: it's a command line app in C#. It is meant to login 100 users in order to stress test our server architecture. But I need sessions for each of the users

jaunty fjord
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We are on the Pay as you go plan.

hardy reef
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The login limit isn't related to the plan that you're on. Many logins from a single device is unexpected and PlayFab is likely flagging it as malicious behavior. You wouldn't see this behavior with actual clients connecting from different devices.

100 users isn't that many though I think you can reach this if you can spread the test set-up out a little. I have a test that does this. It logs in 100 users but it executes test scenarios for each user before logging in the next. I still get rate limit errors in that test, so I catch them and honor the RetryAfterSeconds property on the response to delay the next attempt.

Could you distribute your scale test across a couple of devices? That might help too.

short lava
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Thanks... I will setup the test to obey the RetryAfterSeconds param... maybe assemble all 50 users and then run them in parallel

short lava
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Nope... the timeouts are huge numbers like 4 mins

jaunty fjord
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From what I read online, docker gets a different device id but I'm not sure what PlayFab collects to identify a device.