As some of you know, most of the multiplayer games’ server scripts are handled in websites, to perform sanity checking and updates game / world data.
I wanted a script that handles every server to send / get data.
This is a good idea for a game of MMO like single player servers, where each player is alone in each servers but able to communicate and connect with the other players.
Okay, but what about Messaging Service?
Scenario 1:
Imagine a voxel game, where you break / place blocks, if a player places a block for example, then it would send a message through all servers so that every server see the block you placed.
If a new player joins a different server, that player wouldn’t be able to see the block placed because the player joins a server before the Messaging Service event got fired.
We can just save the block placed data to the Datastore right, and load it when someone joins?
Well what if there’s several people that places / breaking blocks in different servers, how would it save them to the Datastore so that new players can see the block data on the other servers when they join?
Saving the world data first needed to have a cache of the world data, then save the data.
The problem here is that most scripts save Datastore slower or faster, so it may end up replacing most of the world data.
Remember that were saving the world data per each server script instead of one single script that handles every server.
If only I could use a single script that temporary store the world data and save them in array, so that when a new players joins a different server, I can use Messaging Service to get the world data and load it
This will save a lot of time and less expensive and less confusing to work with.
I apologies for the confusing the topic, and thank you for your time.