Automatically reconnect to experiences during updates

shutdown all servers helps lower end pcs test stuff faster, i don’t know why you would delete such a beneficial option, its so annoying that you think you simplify stuff but just end up ruining it and make it more annoying for developers to work. and no its not the same thing, i have to wait 1-6 minutes for the servers to update, how can you say its better than 10 seconds at max of rejoining the game again? inbefore you say alt f4 keep in mind there are stuff that require multiple players in the server.

I completely agree with the decision to introduce the new “Restart servers for updates” feature. However, as a developer who frequently utilizes this option, I do not support the removal of the “Shutdown Servers” feature. What was the purpose of removing it? I’m pretty sure even a toddler could discern the difference between closing servers and restarting them, so its definitely clear enough.

I think shutting down the servers, forcing the players to leave is great for anyone that has a problem in their experience especially data related. It’s not necessary to close all private server subscriptions just to fix a problem within your experience. Matter of fact I would rather have shutting down servers than restarting servers.

Stop removing features no one is complaining about. Sorry for the ranting but only for the reason of removing shutdown servers, I think this is a bad change.

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Yeah, that’s another thing I forgot to mention.

Please keep the “Shutdown All Servers” option available.

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– few broad ideas regarding that

-- "game" is a substitutable instance here

game.OnUpdateTeleportStarted -- sending a player on update
game.OnUpdateTeleportReceived -- receiving a player from a update
game.OnShutdownTeleportStarted -- sending a player on shutdown
game.OnShutdownTeleportReceived -- receiving a player from a shutdown

game.OnShutdownStarted -- this server is being shutdown
game.OnUpdateStarted -- this server is being updated
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These additional events can help to give more information which is great!

Also since these mostly involves teleporting, shouldn’t we agree that these events should be the instances of TeleportService?

Globals are good thing and aren’t definetly evil and the work of Satan

No but that code is just a concept, not real.

That is the version of the current server that is running, not the newest version of that place I misread the quote

Yeah, I wasn’t sure if it should go under TeleportService or separate services like “ShutdownService” or “UpdateService” :person_shrugging: . These services could provide additional information or options that can be toggled in studio and via script (although they probably would be under game settings).

I know but i sent 2 screenshots one of them is showing version history (which is latest version of my game)

second screenshot is the outdated server that im holding

I solved the issue by restarting roblox studio

Its fine

(spoilered unrelated for another topic)

just got banned 1 day again for “cheating/exploiting” just because I updated devtest and added “print hello world” into the scripts. AI moderation is for real tripping and no im not joking it was literally print hello world dm me for ban screenshot bruh.

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Snap, forgot about that, uh oh!

That doesn’t prevent the game from actually shutting down though. BindToClose allows a maximum of 30 second wait before the game shutdowns as well.

The idea behind creating a callback (ideally) would be that the game would receive some type of signal that it is shutting down (due to an update specifically) and then the callback function could be run - allowing for game modes to be completed, players to be alerted if they are engaging with one another (from anything as complex as item trading to simple conversation), etc.

Alternatively, the BindToClose time threshold could be increased to some amount of time beyond 30 seconds, but I think having an update specific callback would be much more effective to handling update related disruptions (vice simply all players leaving a server).

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Thanks for your feedback around deprecating the “shut down all servers” functionality. We’ve heard your feedback and we will bring back the button. Both this post and Creator Hub are updated to reflect this.

I want to understand more about the specifics of the use cases you have in using “shut down all servers.” If those of you who’ve commented about bringing back this functionality can dive more into why this functionality is valuable to you, this will help tremendously in making sure we can address the specifics of your needs.

We’re also looking into showing you the impact your update might have on your player base and a progress indicator so you have greater confidence that your update is proceeding quickly.

Thanks.

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Does shutdown all servers retain auto reconnect functionality?

The main issue with the new functionality, is that it doesn’t shutdown places that weren’t updated. Our game has 30+ places within it, that pull code from a single source. This means we update the source, not the places - but we still need the places to shutdown to grab the latest source.

If there was a way to have it “Force Migrate” places, even if they were on the latest version, that would solve our use case.

As for “large games may take up to 6 minutes” - how do we know what a large game is? What happens if a user in a new server tries to teleport to a friend in an old server? (Via in-game features)

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To sum it up. I want the power to shutdown all servers. Not migrate them.

Obviously I’d want to avoid shutting down all my servers. But as a platform. We should be getting all available options to manage our games. Don’t remove them when you get a new idea.

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Is there going to be method to send a shutdown from within studio?

Or anything that’s a like it??

Very cool feature. One question, will we have the option in the future to use custom UI for the server restart?

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Almost everybody already gave you a reason as to why we want to keep this.

We also gave you feedback that we want signals indicating when an update has been triggered so we can control it.

You didn’t mention the signals, and your post is ignorant, as if we didn’t already tell you why we want to keep the feature.

Again I am ashamed that this behavior is condoned within Roblox officials.

Bug to report
My performance tab in analytics stopped working after I shut down all servers for update. At first it froze to 135 (amount of players I had before shutting down), now (after around 3 hours) it just shows 0 which is not correct.

Not sure if it’s related, but I also had soft shut down prior to update (which a lot of games have) and it for some reason teleported everyone to non accessible servers. Graph of count of players briefly went to double the amount of players it had (270) which is also not correct.

image

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