Hey all,
I’ve been playing around with reserved servers in a project of mine.
Something I’d like to know is if reserved servers have a player limit. If they do, what happens when a player is teleported to a full server?
If reserved servers do have a player limit, this is my follow-up question: What are the typical controls put in place to prevent players from teleporting and erroring out due to the server being full?
The player would be kicked with a message saying that the server is full.
This is kind of a hacky method, but I would set my player limit to max and create a script that teleports a player to a new / existing server with less players. This is entirely experimental, but I’m sure this would mitigate players from getting kicked and leaving your game.
They have the limit of the PlaceID set. If someone tries to join a full server it will return the server full error and the player won’t be teleported.
Thanks. This sounds like the cleanest workaround given these limitations. Set the server size to like 100 or something but then give the reserve servers a more reasonable soft limit like 10. Players will not be allowed to join servers that my framework detects have 10+ players, but if you teleport to a server with 9 players and someone else gets there before you, you’ll still be able to get in.
This system also allows “party joins” where a group of friends all travel to the same reserved server as a group without anyone getting split up.