How to make a global matchmaking system (SUPER SIMPLE)

Hello devs,

NOTE: THERE IS AN UPDATED VERSION AVAILABLE - CHECK THE SOLUTION TO VIEW IT
I wanted to share a global matchmaking system that I made, which is WAY simpler than other ones I found. I’m also looking for feedback on it.
This matchmaking system will also include the total players ready.

I have 2 RemoteEvents inside of ReplicatedStorage: “Ready Up” and “Total Players Ready”

This is inside of the ready up button Gui:

-- Note: You can put whatever text and colours you want for the Gui

script.Parent.BackgroundColor = BrickColor.new(0, 200, 0)
script.Parent.Text = "ready up like a pro"
local ready = false

script.Parent.MouseButton1Click:Connect(function()
	if ready == false then
		script.Parent.BackgroundColor = BrickColor.new(200, 0, 0)
		script.Parent.Text = "unready like a noob"
		ready = true
		game.ReplicatedStorage["Ready Up"]:FireServer(ready)
	else
		script.Parent.BackgroundColor = BrickColor.new(0, 200, 0)
		script.Parent.Text = "ready up like a pro"
		ready = false
		game.ReplicatedStorage["Ready Up"]:FireServer(ready)
	end
end)

This is inside of a ServerScript:

playersReady = {} -- This list will have a list of every player that is ready
shouldReply = true
shouldChange = true

messagingService = game:GetService("MessagingService")

messagingService:SubscribeAsync("Queue", function(msg)
	if string.find(tostring(msg.Data), "157981355") then
		table.insert(playersReady, string.sub(msg.Data, 1, -10))
	elseif string.find(tostring(msg.Data), "058375937") then
		table.remove(playersReady, table.find(playersReady, string.sub(msg.Data, 1, -10)))
	end
	game.ReplicatedStorage["Total Players Ready"]:FireAllClients(playersReady)
end)

messagingService:SubscribeAsync("GetExternalPlayersReady", function()
	if shouldReply == true then
		shouldChange = false
		messagingService:PublishAsync("ExternalPlayersReady", playersReady)
		wait()
		shouldChange = true
	end
end)

messagingService:SubscribeAsync("ExternalPlayersReady", function(msg)
	for i in pairs(playersReady) do
		table.remove(playersReady[i])
	end
	for i in pairs(msg.Data) do
		table.insert(playersReady, msg.Data[i])
	end
end)

game.ReplicatedStorage["Ready Up"].OnServerEvent:Connect(function(playerName, ready)
	game.ReplicatedStorage["Ready Up"]:FireClient(playerName, ready)
	if ready == true then
		messagingService:PublishAsync("Queue", tostring(playerName).."157981355") -- This can be a number or code of any length, but make it something that no one has in their username. Replace all instances of this number with your replaced one.
	else
		messagingService:PublishAsync("Queue", tostring(playerName).."058375937") -- Same with this code.
	end
end)

game.Players.PlayerRemoving:Connect(function(playerLeaving)
	if table.find(playersReady, tostring(playerLeaving)) then
		messagingService:PublishAsync("Queue", tostring(playerLeaving).."058375937")
	end
end)

game.Players.PlayerAdded:Connect(function(playerJoining)
	if #game.Players:GetPlayers() == 1 then
		shouldReply = false
		messagingService:PublishAsync("GetExternalPlayersReady", "")
		wait()
		shouldReply = true
	else
		game.ReplicatedStorage["Total Players Ready"]:FireClient(playerJoining ,playersReady)
	end
end)

This is inside of a Gui showing the total players ready:

game.ReplicatedStorage["Total Players Ready"].OnClientEvent:Connect(function(playersReady)
	if #playersReady == 1 then
		script.Parent.Text = #playersReady.. " player is ready"
	else
		script.Parent.Text = #playersReady.. " players are ready"
	end
end)
3 Likes

I see that you’re using the messaging service for this, why not utilize the new memory store service?

The memory store service seemed more confusing to me, and I also didn’t see any global matchmaking services using messaging service.

2 Likes

Can you get some footage using this?

Thanks

1 Like

Could you give an explanation of the code please?

No one will learn anything from the tutorial if they just copy and pasting the scripts without knowing how it works.

1 Like

then It’s the innovation time for you

1 Like

I’ve made an updated version of it here for anyone who wants to look at it:
How to make a global matchmaking system (Updated) - Resources / Community Tutorials - DevForum | Roblox

2 Likes