There are already games with more than 10k concurrent players. This is not theoretical, it is a question of, what if these top games want to implement MessagingService with even one active subscription per player, right now?
This is known already.
Love it, but SubscribeAsync’s received arguments are so counter-intuitive. Good job though!
…why?
This is such a rigid limitation that pretty much ensures front page games can’t use this feature.
I’m assuming that this is just a temporary limitation to make sure everything works? @Seranok
Edit: Or does this mean unique subscriptions? @Ozzypig That would make more sense.
Where it says 30M for Message per topic per minute and per universe per minute, is the M for Messages or Millions?
That’s sounds amazing! Can’t wait to make a game on it!
Thank you so much! This is what I have always been using a web server for, finally it is here! Thank god!
Is there any way to know if the message wasn’t sent?
Great Feature, all we need next is cross-game Messaging!
Don’t want to sham on a good release, but whoever wrote the wiki for the service did not do a good job on it.
For instance, the callback parameter in SubscribeAsync is a table, but the wiki doesn’t mention it.
(testing out with a Hint instance)
local MessageService = game:GetService('MessagingService')
local hint = Instance.new('Hint',workspace)
MessageService:SubscribeAsync('Test',function(callback)
--print(callback.Data,callback.Sent)
hint.Text = tostring(callback.Data)
end)
game:GetService('Players').PlayerAdded:Connect(function(Player)
Player.Chatted:Connect(function(msg)
MessageService:PublishAsync('Test',('[%s]: %s'):format(Player.Name,msg))
end)
end)
There’s also a spelling error on the SubscribeAsync page
I hope I’m not being too bashful, but I really enjoy the release and the potential it gives developers!
This is extremely good to have, great to see it made.
Does anyone know if it’s possible to use this service to create a cross-server-matchmaking system?
You’ll have to stringify a table for it is what I imagine. Sounds doable though.
Isn’t there the 1Kb data limit though? Sending complex tables as JSONs would pass that, would it not?
YEES FINALLY I’ve been waiting for this forever, tysm!
So glad to see this feature is finally out, Been waiting for months!
Can’t wait to start making all sorts of cool stuff with this!
Wouldn’t it depend how much you’re putting on it though? I’d imagine just sending a table as such
local tab = {
Players = {'Player1','Player2'}
}
would be good enough
Man, now I can make cross server maintenance shutdowns easier! Thanks so much!
This is amazing!