Is there a limit to the number of reserved server IDs that can be created?

So in my game setup, 200 players will be allowed to fill up a game lobby server, and when enough players are ready to join the next match, the server setups a new reserved server, and teleports a party of 10-30 players to the round server…

Is it okay to keep making new reserved server IDs, and abandon the old ones once the particular round servers are finished with the round?

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Well, back in script builder times everyone created a lot of reserved servers each day with their scripts, and it still hasn’t hit any limit so you should be fine I guess.

Thought I’m curious myself if there is any actual limit to it.

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It would be cool if scripts had the ability to “delete” the reserved server it’s in, so that its ID can be generated again. If I really wanted to, I could keep track of all of the reserved servers that have “finished a round”, and then add its ID to a datastore, but that can quickly become a tedious and error-prone task.

For example, let’s pretend that a party of 30 users joins a reserved server and that reserved server fails to update its own ID from the datastore… Then, from that original lobby server, another party of 30 people are trying to connect to that same reserved server ID… Then you either have an issue with people having to rejoin the lobby server, or joining a game in progress… This is just one of many cases that could potentially happen if you tried to re-use reserved server IDs.

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You could use the new MessagingService to tell the reserved server to shut down, i.e. by its code. The only problem would be the server not knowing its reserved code, but it could be passed in the teleport data of one of the players.

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I could shutdown the reserved server, but is there a way to have it removed completely so that its ID can be generated again?

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Not sure what you mean. It generates a new one each time.

let’s pretend you generate the ID 1234… Well, when you want to generate another ID, you will never again receive the ID 1234. From there, you might receive the ID 1233 or something…

For example, IP addresses used to be IPv4 but now they are on to IPv6 because they need more unique addresses… Similar to the example above, I feel like I would be wasting a ton of reserved server IDs after the round is over considering that they would never be generated again as a “unique ID” whenever you want to get a new reserved server ID using the built in function via teleport service.

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I mean you get a reserved server ID. And apparently there’s a DataModel property for it. Could this not be used in Messaging Service to shutdown the server? I’m not familiar with reserved servers. I simply just decided to look it up.

What Nuclear_Energy is trying to say is, he wants to be able to regenerate the same reserved server id again after the match ends in his game. Sure itll take years for him to even consider to get same ids again, but lets say it has been, and now reserved server ids are slowly loosing their unique id, would creating a reserved server at that point create a new one with an id one had previous, or would it not work anymore. Although thats what he is asking, when i created a match making system before, i had a host-client model, where on player “hosts” the server. The host would have the reserved server id saved along with his data, so that if he hosted again, he would just use the id he had. Its much safer then relying on creating a reserved server to eventually reiterate ids again.

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Update announcement in regards to Private Servers:
https://devforum.roblox.com/t/new-beta-feature-reserved-servers-now-live-prod/17777

Relevant responses and excerpts:
https://devforum.roblox.com/t/new-beta-feature-reserved-servers-now-live-prod/17777/52?u=colbert2677

That’s correct. There can be any number of reserved servers, since they aren’t actually running.

https://devforum.roblox.com/t/new-beta-feature-reserved-servers-now-live-prod/17777/67?u=colbert2677

Don’t worry about “recycling” access codes. There is no cost to ROBLOX to issue them (unlike creating one-time-use places!).


Assuming this information is still relevant, no, there is no limit.

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Ah, access to the links isn’t necessary I don’t think. I’ve included the relevant excerpts below the links to each post. The thread I linked itself is just the update announcement for Reserved Servers, so I took the liberty to dig up anything related to your question.

Essentially, Roblox can issue as many Server Ids as they want with no cost. There’s also no limit. Reserved servers were pretty much intended to replace using the Create/SavePlace APIs for single-use servers and such.

Don’t worry about the limit. Even if there is one, it is almost impossible for you to hit it.

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The thread is in Updates Archive, which is a locked category for New Members. Don’t worry about the threads, most of them are just questions about the feature themselves and various other discussions. All of these are ages old (up to around 3 years) and not all the threads here have updated information which is why asking about features is better than referencing threads here.

(I hope posting the information page is fine, since typically content from private categories shouldn’t be shared in public sections - this should be fine though.)

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