Race condition with teleporting between places?

I have been running into this weird problem which I think is being caused by a race condition when teleporting players to different places. Basically, when a group of players teleport from the lobby to the game world, after the teleport happens, MessagingService is used to send information to the target location about what map, game type, variants, etc… that was selected from the lobby. The problem is if there’s no players left in the lobby, then it seems the lobby shuts down before the data can even be sent. I know this because sometimes I do not get the printout of the target game.JobId from the lobby. There has to be a delay between the teleport and sending the data because the game world server needs time to start up and establish a listener on the MessagingService.

The questions that I have are…

  1. Is there a way to extend the server shutdown timer?
  2. If the server shutdown cannot be extended, then what other options do I have?

I do not want to send the data with the teleport even though it’s nothing critical, but I do want to maintain the security of that data.

Can’t you just use GetTeleportSetting and SetTeleportSetting? Or use teleport data?

I really didn’t want the data to be exposed during the teleport… I guess I could encrypt it for transit.