Inconsistent Teleportation - YOUR API IS NOT STRONG?

  1. I create a place.
  2. Ten second delay.
  3. I loop through ten players, teleporting each of them to the new place.
  4. 20-40% of the people that got “teleported” just get Connection Lost, error ID 17
  5. Much player rage, no way to make matchmaking

Is the teleport system not good enough for this?
Because I want to make a matchmaking system, like really. Really really. And I can’t. Because the API doesn’t allow it.

The server confirms that 10 people have :Teleport() called on them. But nope, not everyone gets there. Most of 'em get an error. And dai.

Rather off topic, but can we agree displaying error numbers when there’s little reason to not show a descriptive message is Evil?

I need this fixed, ROBLOX. You want revolutionary, cutting edge stuff on your platform? I want to do that but your API doesn’t let me.

Rather off topic, but can we agree displaying error numbers when there’s little reason to not show a descriptive message is Evil?[/quote]

While it may not be descriptive, Join.ashx brings up a similar error window when the client’s connection fails:

-- called when the client connection fails
function onConnectionFailed(_, error, reason)
	connectionFailed = true
	showErrorWindow("Failed to connect to the Game. (ID=" .. error .. ": " .. reason .. ")", "ID" .. error, "Other")
end
...
connectionFailedSig = client.ConnectionFailed:connect(onConnectionFailed) -- client is the NetworkClient

Can you please make the simplest possible repro place file, and we’ll take a look. We want this working.

This is basically the system I’m using. Unfortunately, if you want to test it fully, you’ll need 10 people. Otherwise, just look at the code.
Here is the game universe I set up to duplicate what I tried to do on my main game.

Cool. We’ll check it out. Thanks.

How consistent is this behavior? I was not able to get this to repro. Was it simply happening yesterday?

Also, it would be easier if you could narrow down that it actually was the teleport maybe providing a more stripped down version of what you are saying is broken so that we can test with less than 10 people.

It’s hard to do that because I honestly believe the problem is caused by the number of people, like the server can’t handle teleporting ten people at once to a brand new game that was just made. Games would be made and only 2-8 people would actually appear (as compared to the 10 that the server says it sent). Players that don’t make it get the connection error ID=17. This happened consistently; never did all 10 people make it.

Mkay. Unfortunately people started following me into the game. I might have to make my own copy reserved “for friends”.

I’m assuming I can find the Template Place that you are using with CreatePlaceAsync in the code of the lobby??

The template place can be found here.

I am having this same issue. I create a new place and teleport 8 players (at the same time) to a newly created place.

Sometimes players will get “Illegal Teleport” error or a Failed to Connect.

Any progress on this problem? This is a huge chokehold on a revolutionary idea for ROBLOX.

So here is my question. Are all of the issues you are experiencing an actual error, or are you saying people are not teleporting to places consistently.

Because if it’s simply people teleporting inconsistently, this is what could be happening:

When I ran tests, I noticed that everyone teleported, but that people teleported to different instances of the same place(ID). Simply creating a new place, and teleporting people to that ID (which is what you are doing), doesn’t guarantee that they are going to the same instance.

What you need to try, is generate the place and when your party Queue is full, you send one player in as the “game leader”. After that, you have to use the GetPlayerInstanceAsync and TeleportToPlaceInstance API (SEE HERE: Documentation - Roblox Creator Hub) to force everyone to the same instance.

Let me know if your issues are actually related to a complete failure in teleport, or that people are ending up in different games.

EDIT:
After modifying your code to teleport one person, and then have a bunch of people follow I have managed to make it so people go to the same place consistently. Every now and then I get Error ID146, which is different from your ID17. David, I have added a Confidential Tag to one of your posts to describe the code change I made to make this happen. It’s very hacky, but you’ll get the idea.

Interesting problem. Any ideas on how I should test this without repulsing 90% of my player base?

You could just use an alt and go into the game I bet. Haha.

So I currently have this place:

(Let me know if you don’t like me using your Art assets, I didn’t have time to strip things down). The place is Friends only.

Tomorrow afternoon maybe we can get some people on from IRC to log on and help us test teleports? The place I’m linking activates after at least 4 people join and teleports them to a place it creates, that eventually teleports them back to the original place where the Queue restarts.

If we can get 10 people tomorrow, I can change the logic to trigger on 10 people being ready to go and we can at least verify that this is a good method to follow, or we will find out that someone gets an error. This way we can verify if there is a Roblox error and if there is, we can do something about it.

Depending on what time you’re testing, I can probably get on to be a guinea pig.

That weird; I tried joining Khanovich in game with chat and go this:

That’s expected. You tried to follow me into a game without going through the lobby.

To teleport to a place you have to be originating from it’s Universe.