I want to create a set of server instances that have varying start conditions without having to make 4k unique places. each server will have a generation algorithm determined by player data retrieval for the first player in the server (unimportant to the problem, but helps to understand why im doing all this),
but i dont know how to get started. i looked into teleportservice:reserveserverasync, but this returns a private server id. my current understanding of private server ids is that it will create an access code that persists after the server shuts down. i was worried that if i design my game to generate servers through teleportservice:reserveserverasync, it would generate codes every time that only get used once but still persist, which could eat memory.
i think i will use this method if i can find a way to destroy the returned privateserverids after the server gets made (unless that would break the server).
im not trying to use private servers as exclusive servers for players, im trying to use reserveserverasync to force generate empty servers to put people in. the privateids are just byproducts of the method cuz idk any better one, so saving the access code doesnt have any purpose for me
If your storing servers’ JobIds use Datastores, if you want to detect when a server shuts down use something like MemoryService / MessagingService (or use an external api to replace MessagingService)
the server you created with reverseserverasync will be empty by default you can once again store the access code and have some check if the server is empty or not with messagingservice so i don’t really see a problem here