Migrating from GetSortedMap to GetHashMap causes TeleportPartyAsync to stop functioning

It could be a coincidence, but after migrating from GetSortedMap to GetHashMap and publishing a single place, all other places in the experience are unable to use TeleportPartyAsync, getting the error. The SortedMap and HashMap had the same key. The issue still persists even after a full game shutdown. Changing to TeleportAsync seems to fix the issue.

I’m running Windows 11, but that shouldn’t be relevant as it is a widespread issue between all players in the game.

Expected behavior

TeleportPartyAsync is expected to work.

Does switching back to GetSortedMap fix the issue? Was any of the implementation changed when switching to use Hash Maps?

No, I swapped and rolled back the place I pushed GetHashMap to and the issue persisted. The implementation was identical outside changing from GetRangeAsync to ListItemsAsync. As you can see, even manually running TeleportPartyAsync through console with hardcoded values caused the same issue. Not pictured is me using the same values with TeleportAsync and it working perfectly fine.

ListItemsAsync uses pagination. What value(s) are you reading from these maps and passing to TeleportPartyAsync?

Its a JSON encoded dictionary containing enough information to display and join servers on a serverlist. So just numbers and strings

Oh yeah to add, the only information read from it is the placeid and the jobid. Ofc running solely the placeid and a table with only your own player in it also fails

Is this still an issue? Can you try calling TeleportPartyAsync with the hard-coded place ID and an array of players? for example:

local success, error = pcall(function()
	TeleportService:TeleportPartyAsync(your_place_id, game.Players:GetPlayers())
end)
if not success then
	print("Failed to teleport with error: " .. error)
end

Let’s make sure it’s not an issue with TeleportPartyAsync() and then figure out where the issue is coming from.

btw - TeleportAsync is recommended over TeleportPartyAsync() since it makes a party teleport anyways when there’re many players in the request.

TeleportPartyAsync seems to work fine now. Ofc we still are gonna continue to use TeleportAsync.

Thanks CanadianMRE! Closing this as resolved.

Go ahead and leave a response here if anything else comes up, but otherwise this thread will auto-lock after a period of inactivity.