MessagingService Release

Ok, I’ll try myself once I get into the beta program (however long that takes), I wonder why I didn’t work for someone else in the beta program?

This was the error they got: https://i.imgur.com/L8oq1Az.png - I don’t know what the script was, but that’s what they got.

Yep. That error occurs for people who don’t have access to the service yet.

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Seems odd, they said they had access. I guess you never know. /shrug

I’m confused about these limits. Is the “max messages per server per minute” the number of outgoing only or is it the sum of outgoing and incoming? If it’s the latter, that limit seems like it’ll be pretty low for a substantially popular game. If the former, than that’s awesome!

This is great and I’m very excited to see what I can do with this…

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From what I can tell, the max number of ingoing messages is unlimited. It looks like only the total number of subscriptions or “listeners” per server is limited.

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I can’t wait to see what people come up with, with this new service :smiley: . Also excited to see the tutorials surface. This is going be really useful for global server announcements. I don’t think it really helps with leaderboards because unless you don’t datastore for leaderboards, which updated globally and automatically.

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This seems like a nice holdover for universe scripts, although it is sad to see they probably won’t be happening any time soon now.

I’m very curious to see just how many players we could fit into a simulated server like this, as I don’t see a maximum on a per universe stance, but only a per server one; this makes the possibilities theoretically endless.

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Does “not shut everything down all at once” apply to deactivating a game from the Roblox website?

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It’s not practical for ‘all-time’ leaderboards, however you can create ‘live’ leaderboards which display the top users across all servers; great for a global competitive environment.

https://i.gyazo.com/4426c74be7d151707142c4c94f2afc0c.mp4

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I’m still confused doesn’t datastore do this already ?

Keyword: live

DataStores throttle if you try to update them in real time like this.

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So if you leave a server and join an existing server . How does it load data if it’s not global

So would this be useful for stuff like daily top players ?

You would have one system to handle player-data as normal and then another using MessagingService which constantly broadcasts, receives and handles information to produce an organised live list of the top players.

It’s probably not ideal for daily top; you’d want to use OrderedDataStores for this too.

But here’s the thing another user on a different thread stated you can use ordereddatastore to update a leaderboard globally just fine but it seems to me like you’re saying the opposite is true

In most cases you’d use OrderedDataStores to handle leaderboards, however if you wanted a live leaderboard (e.g. who has the best ‘kill streak’ across all servers) then you could use MessagingService to achieve this.

By live I mean updating servers every 0.3 - 1 second which would originally be impossible with OrderedDataStores due to their limitations.

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Do datastores not have an OnUpdate function?

Nevermind: It only works per key.

Is there a date or at least an estimated time that this feature will be coming out?

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How do we even use this? I’m in the Beta program but I don’t get it lol