Duplicate reserved servers created for XBox users with cross platform disabled

Really good change! Only nitpick is: Why have it on the player instead of on game / DataModel? If Player1 is Xbox only, that means so is Player2 and Player3, it’s the server that we care about being crossplay.

If I’m running code when the server shuts down on game:BindToClose, I don’t necessarily even have a Player object, or general server code that’s making changes without waiting on PlayerAdded. Workarounds are obvious but a field on Player is slightly more awkward for no apparent gain.

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I don’t quite follow – how can a server be considered cross-play disabled? If a player with cross-play disabled joins a server, then leaves, can’t a player who has cross-play enabled join the same server?

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My assumption was that a given game.JobId is either crossplay-enabled or crossplay disabled, and that even if all players left an Xbox-only crossplay disabled game.JobId, and we teleported crossplay-enabled players to the server’s access code, they’d join a crossplay-enabled game.JobId of that server access code.

If that were true, I was saying I would prefer a property on game for the type of crossplay of the game.JobId.

Either I’m totally wrong about that, or I was being very unclear that I was referring to a server instance (game.JobId) and not a server (server access code, which multiple server instances can exist for either over time or at the same time for crossplay restrictions).

If I’m wrong, it would be useful to know for sure so I can handle that case.

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I’ll ask for clarification with Matchmaking

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Having cross-play disabled in some games would result in extremely long matchmaking times.

This request has been addressed with API to Determine Server if Server is console locked (CrossPlay Disabled). You will still have reserved servers with the same PrivateServerId, but you can use game.MatchmakingType to distinguish between whether the user is cross-play enabled or disabled.

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Is it not possible to allow developers to decide whether they want to allow cross-play disabled players? Or even better, control that setting themselves?

Picture a Fortnite match where 100 players successfully queue up for a match, then 10 of the players get teleported into one server and the rest into a different server. All the developers are able to do is see whether the server had been made console only or not and then kick the 10, ultimately resulting in them never trying the game again.

The other scenario would be checking whether the lobby server is console only or not and then matchmaking based off of that, but right now matchmaking with 100 players in the lobby takes 30 seconds on average. Try guessing how long it would take with a total cross-play disabled pool of 3 players…

Losing a few players isn’t all that bad but Roblox should be better when it comes to console support or the game availability on console will stay the same.