HTTP 400 and Code 2, Error;

So I’ve been working on servers for a few past weeks and it was working very well!
Until I started working on connecting or joining the servers.

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But I get HTTP 403 error when I test in studio.
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( I use my own output messages because it’s becoming a pain to keep opening and closing the Developer Console. And ignore the "Script error; " in the display message. )

I’m using reserve server to try to generate the code and connect the host to the game while other clients can just join the server through the server list.

Possibly caused by the “reservedServer places are in the same Universe”, but I can’t find what’s causing the issue.

I looked for solutions on the Developer Hub but found nothing and I did most of my attempts with pcall and a few attempts without pcall.

Also, the server’s script is obviously a normal script and the creating servers and joining servers call a remote to the server’s script.

I stayed up mostly all night fixing this so I really don’t know what to do much since I’m kinda sleep deprived.

Also forgot to show that this is how the server template looks like;
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The code value is a String Value and the map value is a Number Value (PlaceID).
The rest of the values are just stuff for players in the main menu.

local memoryStoreService = game:GetService("MemoryStoreService")
local serversMap = memoryStoreService:GetSortedMap("ServersMap")

local teleportService = game:GetService("TeleportService")

joinServer = function(player, server)
	local success, err = pcall(function()
		local accessCode, serverId = teleportService:ReserveServer(server.map.Value)
		local userAccess = Random.new():NextInteger(100000, 999999)
		serversMap:SetAsync(userAccess, accessCode, 300)
		workspace.Servers[server].code.Value = accessCode
	end)
	
	if not success then
		game.ReplicatedStorage.WarnMessageSERVER:FireClient(player, err)
	end
end

joinServer = function(player, server)
	
	local success, err = pcall(function()
		local accessCode = serversMap:GetAsync(server.code.Value)

		game.ReplicatedStorage.WarnMessageSERVER:FireClient(player, workspace.Servers[server].code.Value)
	end)
	
	if not success then
		game.ReplicatedStorage.WarnMessageSERVER:FireClient(player, err)
	end
end

Is the maps value a UniverseId?

No, it’s just the game Id for the players to teleport to.

I think you can only create reservedServers with UniverseIds.

Hmm probably.
Lemme try messing around with that.

Still displayed the same error.

Oh wait! I accidentally said UniverseId instead of PlaceId. Try making a place inside the game which is a copy of the map and then copy the Id by going to Asset Manager>Places and then left click on the place you made.

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?