Currently I’ve been in the middle of several rounds of ideas for a persistent battlefield based game. Technical details of the concept aside, I do not see any information on if a place created through CreatePlaceAsync() will allow more than one server instance - thus causing data conflicts when the map saves.
Do places that use SavePlaceAsync() only run a single server instance, or do I have to code a system that will teleport players to the first instance of that map created if a new instance is made. I’m kind of hoping it would look like this:
Main Lobby Place [Individual instances: 6]
Region 1 [Individual Instances: 1]
Region 2 [Individual Instances: 1]
Region 3 [Individual Instances: 1]
Region 4 [Individual Instances: 1]
…etc.
I come from the era of personal servers, which uniquely only had one server instance due to the saving, so nothing was corrupted by overlapping servers. I just want to know if I’d have to code a script that prevents each region from having more than one instance, and if a new instance is created, attempt to teleport the player to an older instance or back to the lobby to choose a new region.
(I hope I explained that clearly.)