I am trying to figure out a good way to check if a reserved server is full. The only way I can currently think of to make this possible is using messaging service. However, this is not best for me as this is part of a match-making system, and I am expecting a lot of different servers that could possibly be sending the request at once.
Is there a better way than messaging service to do this?
I looked on the developer forum for posts like this, and there was only one post on this topic that and it didn’t have any useful answers.
There was a post on servers in general, but that used GetPagesAsync on OrderedDataStore, but this seems like a bad way to go about it because of limits.
When teleporting a player or a group of players, in this case to a server through use of the various teleport functions made available through the TeleportService. In this scenario that would be the TeleportToPrivateServer() function. If for whatever reason the teleport fails the TeleportInitFailed event which also belongs to the TeleportService is fired, if within the same script which is teleporting players a TeleportInitFailed event listener is created any callback function connected to it will be automatically passed 3 arguments each time an attempt to teleport fails, those 3 arguments represent the player of which the teleport attempt failed for, a TeleportResult enumeration and an error message (a string value providing more insight into why the teleport failed), if that 2nd argument, the TeleportResult enumeration is “Enum.TeleportResult.GameFull” then this would indicate that the reason the teleport failed was because the designated server was full at the time the attempt to teleport the player was made.