How to handle failing badge, group and user lookups in Roblox
Badge, group and user lookups go over the web and can fail. How to wrap them in pcall so a failed call never leaves a reward half given.
What it looks like
The server calls a Roblox web API, such as a badge, group, friends or user lookup, without pcall, in the middle of code that has already changed something or still has work to do. When the call fails, the error stops the rest of the function, so a reward is marked as claimed but never given, a badge is never awarded, or a join handler never finishes.
profile.Claimed.Welcome = true if BadgeService:UserHasBadgeAsync(player.UserId, founderBadge) then profile.Coins += 500 end
What an exploiter could do
Usually nobody needs to exploit this: Roblox's web services fail now and then on their own, and the game loses something each time. Players miss rewards they were promised, buyers lose what they paid for, or a whole feature stops for the rest of the server because its loop died. A player who notices can also retry at busy moments to land in the failure on purpose.
How to fix it
- Wrap each web call in
pcalland decide what happens on failure before changing anything. - Do the web call first, then change the profile only when it succeeded. Record a claim in the same step that gives the reward.
- In loops, catch the error so one failed call doesn't stop the loop.
Vulnerable example
local BadgeService = game:GetService("BadgeService") local Players = game:GetService("Players") local PlayerData = require(script.Parent.PlayerData) local founderBadge = 2124500001 local reward = 500 Players.PlayerAdded:Connect(function(player) local profile = PlayerData.waitFor(player) if not profile or profile.Claimed.Founder then return end profile.Claimed.Founder = true if BadgeService:UserHasBadgeAsync(player.UserId, founderBadge) then profile.Coins += reward end end)
Fixed example
local BadgeService = game:GetService("BadgeService") local Players = game:GetService("Players") local PlayerData = require(script.Parent.PlayerData) local founderBadge = 2124500001 local reward = 500 Players.PlayerAdded:Connect(function(player) local profile = PlayerData.waitFor(player) if not profile or profile.Claimed.Founder then return end local ok, hasBadge = pcall(BadgeService.UserHasBadgeAsync, BadgeService, player.UserId, founderBadge) if not ok or player.Parent ~= Players then return end profile.Claimed.Founder = true if hasBadge then profile.Coins += reward end end)
How to spot this in your own scripts, and the cases that only look like it, are part of the Luaudit check your AI runs.