This is really neat and useful. Thanks aha
Yes! I had the exact same idea! A really cool thing to try would be updating. As a server shuts down when the player leaves, you would eventually have all the servers at the same version and there would be no need to shutdown the game.
Would it be possible to only replicate users in a certain area (f.e. inside of a 10x10 square), rather than replicating a whole server.
Also adding on to that, would it also be possible to duplicate administartive commands working on those servers, for example you type :m test
on one server, would that replicate to the rest of them?
I wouldn’t recommend using this as the method relied on the old MessagingService limitations, to which the current one is limited and does not scale well for large numbers of players.
With the new limitations, we’re restricted to ~1 message every 3 seconds, as apposed to ~1 message every 0.3 seconds when I first wrote the article. It’s absolutely still possible, it just means there will be a more visible delay.
Instead of recording and sending data of every player in the server, simply do the same but for players located within a restricted area (i.e. using functions such as FindPartsInRegion3, GetTouchingParts or DistanceFromCharacter). I’ll probably have a go at this myself when I have some time in the near future.
I’m actually setting up a global system to do exactly that for HD Admin, so feel free to use the source code from that once it’s released.
If you complete it with HD Admin - try to use Kohls (Infinite) as it is also one of the larger administrative command modules.
I might make this but with an external server to get much better speed and more messages/sec. Keep an eye out
Idk when was memory service added but can you do the same thing with it? I am gonna read the documentation look at the limitations and do some calculations and see whether it would work or not. I really hope that I be able to update every 0.01 seconds because some games like fighting ones wouldnt work the same with the cool down of 0.3 seconds which is very very long
It is possible. 100,000 requests per minute which is much more. And if a compressing algorithm is used the 100 mb per minute limit won’t be met unless you got more data to store as weapon holding or armor.
Well I am gonna try and implement it.
But if I am gonna make a fighting game from it and there are projectiles for example, how will I do it since most of memory space is used for player data. Messaging service here will work. Giving the direction and force and the rest will be calculated in the other client.
So to conclude.
For nowadays usage, memory service is used for more frequently changed data and messaging service for data that doesn’t particularly need to be sent with small time intervals.