How to send information from ServerA to serverB

Hey guys, I’m @refightx.

Im currently working on a lobby matchmaking system, and I need to send information about all the players to the server they are being teleported to. I want to use :ReserveServer(), but how would I send information about the players to the other server? I need to send this information. Say we have 3 players it would look something like this.

Plr 1. Chelsea, none.
Plr 2. Bigfoot, advanced smell ,Super jump.
Plr 3. Kyle, keen tracking.

All the words behind the plr is their power ups.

Ok so that’s the type of information I need to send from server a to server b. How would I do that?

Note: is there any other way to players to a different server, but it’s private just for them?

Learn how to use Memory Stores, they are like Data Stores but it’s for small sized and non-permanent datas sent with low-latency which is perfect for a matchmaking system.

A Community Tutorial:

There are also plenty of YouTube tutorials out there.

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Could you use the teleportData of the TeleportOptions that you can send to TeleportAsync?

I’ll check both of these out and let yall know what happens.

My bad, I did not explain my problem good enough. I dont need global matchmaking, it’s gonna be a lobby system. The 3 players will already be in the same server. I just need to send the information.

Then teleportData should be what you want. You would send it along when you teleport the players to the game map.

Oh my bad I tough that’s what you meant by “cross-server”.
Then TeleportService is just enough for sending the data while teleporting the players there with the TeleportOptions as @CookieAroundTheBend mentioned. Set the teleport data in the lobby before teleporting the players and get it in the place that they were teleported to.

Just a heads up, if I’m not mistaken then the teleport data is sent via the client. So if I were you, I’d consider that exploiters could mess with the data they arrive with

TeleportData can be set by the server too

O.o So did they make it so GetJoinData is stored server side and added GetLocalPlayerTeleportData as the client side data?

The docs still say " As this data is transmitted by the client, it can still potentially be abused by an exploiter. Sensitive data such as player currency should be transmitted via a secure solution like Memory Stores."

Thanks for all the replies guys, but I think I found what I need. Thank all of you who replied.

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As my knowledge if the TeleportData was sent by the server (which is what should be done in OP’s situation) GetJoinData can only be accessed by the server which is probably* mostly secure because it guarantees that it was sent by a Roblox server.

I also have read the docs but I didn’t truly understand which data it meant by “As this data is transmitted by the client”, is it the data that the client sends - is it the SourcePlaceId and SourceGameId - or is it the data sent generally?

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I ain’t tryna read all the docs lol. They should start a yt channel for each thing on the docs.

Yeah I saw later they showed off some code to verify the source of the teleportdata so I think it’s actually stored client side.
Practically I feel like it gives just about no sense to be client sided, but I still think it for some reason is, based on the docs…

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Install festival or some other tts, maybe chatgpt can take away the things thats sounds weird for the tts for you so the tts only reads human text and not direct code

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