Thereās only one command missing to cancel the update itself⦠if thereās a game with only 2 places and the update of the second place needs to happen before the match starts in an average time of 10 minutes, what to do or in specific maps? it opens up more choices, I think.
If you want to go further, you could save the playersā position in the update; a previous module that existed for the same purpose did that.
But instead, it would be better to have something more external for whoever uses your code to choose what to save in a table and send to the next map, whether itās to MemoryStoreService or Datastore, then you get the new place.
Like being able to store a function to execute an hour before the update happens, that would avoid having to change the code for that.
If someone wanted to edit your module, you could specify what names the GUI elements should have so that it can be changed without impacting the code itself.
You also have to be careful with teleportation; after all, thereās the Datastore, and it would be many requests. Being able to put a āwaitā in the middle is sufficient.
By the way, it would be cool to put a Module with --[[
# general explanation about the module
]]
Also, I think it will look like this:
JARVIUS
RequireJARVIUS
Explanation
local RequireJARVIUS = module(ā¦/RequireJARVIUS)
RequireJARVIUS.Execute(function()
ā a command to execute when the update happens
end)
RequireJARVIUS.Data_For_NewServer(function()
ā executes when the first player enters the new server
ā I think itās even good for you to use the MessageService for communication between both servers, what if the first player who enters simply closes the game along with the server?
return {1 + 1} ā stores in MemoryService according to the New Server ID or DataStore
end)
inside the module
RequireJARVIUS[āConfigurationā] = {
WaitForTeleport = 60,
WaitVerifyUpdateServer = 2,
RetryVerify = 5, ā to avoid getting the wrong version, I donāt trust Roblox muchā¦
}
I almost forgot, you are automatically expelling those who fail the teleport, which is good; it might be worth adding a memorystore so that when the player joins, they can return to the server they were in, but that will depend on the playerAdded of the game.
However, I think it is possible to implement this, since why would a banned person have a memorystore of a previous server?
Putting a true or false in the moduleās configuration for this would be good or a line of code for someone to add if they wanted that, plus a system to clear the memorystore in case there is a memory failure.
I used Google Translate if I seem arrogant, etc., sorry (. . )