I did not say to use it, I was just telling someone about a replacement for rprxy.
Oh okay, I see. MessagingService isn’t as reliable as using a proxy since subscribing can fail, same with publishing. If a request to the proxy fails, you can try again a few minutes later. MessagingService also acts as a service to send data between servers, there’s no “cloud” that hosts the amount of players in the server unless you’re using datastore service, then you’re going to reach your budget very quickly with players leaving and joining constantly.
You can send the info back to the original server with MessagingService.
It’s still not good practice, especially when you have APIs that exist for this purpose
You could also just use #Players:GetPlayers() in combination with MemoryStoreService to get the total number of players in games.
That’s basically what I was saying.
Eh, memorystoreservice is much more reliable than messagingservice.
It’s still bad practice given writing and reading from MemoryStoreService can fail, especially when APIs exist specifically to do this.
Wouldn’t that only get the number of players in my game?
in combination with MemoryStoreService
You could run that in every server every n seconds, and use MemoryStoreService to store the number of players in every server. It’s a more complicated solution, but it cuts down on http requests and allows further expansion (e.g. showing the number of players in a certain lobby, getting the number of players currently in a round, etc.).