to make a value which will be saved each time it is updated in each server, and each server will get it (this will be with some method of saving) the key
with menssaging service it will fulfill almost the same function but it will be to alert the other servers when there is a change.
it is for a system of searching game modes in all the servers.
edti: but what I don’t know is that if a server, uses one of those saving methods, then that server that saved sends the message to other servers with menssagingservice and then another server when receiving it gets the saved message, would it consume too much? would it go over the limit?
I know what it is, but what I don’t know is that if a server, uses one of those saving methods, then that server that saved sends the message to other servers with menssagingservice and then another server when receiving it gets the saved message, would it consume too much? would it go over the limit?
You could probably have each server store their information (like gamemodes) into a stored map using memory stores. Then periodically have each server get that sorted map. Then when a server is about to shutdown using :BindToClose you can delete that server’s information from the memory store. I don’t think you should have to use MessagingService for what you’re trying to achieve.
yes, to store that information is not necessary database, I mean the rooms available with that game mode (my game system which will include a table of the players in the room) I wonder is that, concentrate in reading also the principle