To create a server browser with custom reserved servers in Roblox, you’ll need to use TeleportService, DataStores, and MessagingService to manage reserved servers and make them globally visible. Here’s a step-by-step guide to help you implement it:
-
Understand Reserved Servers
Reserved servers are private servers created using TeleportService:ReserveServer(). This function generates a private server code that allows teleporting players to a unique server instance.
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Steps to Implement the System
A. Allow Players to Create Servers
Create the Reserved Server
Use TeleportService:ReserveServer(placeId) to generate a reserved server code.
Store additional metadata like server name, creator, capacity, etc., in a DataStore.
Example:
local TeleportService = game:GetService("TeleportService")
local DataStoreService = game:GetService("DataStoreService")
local ServerDataStore = DataStoreService:GetDataStore("ReservedServers")
local function createReservedServer(player, serverName, maxPlayers)
local reservedCode = TeleportService:ReserveServer(game.PlaceId)
local serverData = {
Creator = player.Name,
ServerName = serverName,
MaxPlayers = maxPlayers,
Players = {},
ReservedCode = reservedCode,
CreatedAt = os.time()
}
ServerDataStore:SetAsync(reservedCode, serverData)
return reservedCode
end
B. Display Available Servers (Global Server Browser)
Use a DataStore to Save Server Details
When a server is created, save its details (e.g., name, players, code) in a global DataStore.
Periodically update the server list with active servers.
Retrieve Server List
Fetch the server list from the DataStore and display it in your UI.
Example:
local function getServerList()
local pages = ServerDataStore:ListKeysAsync()
local servers = {}
for _, key in ipairs(pages:GetCurrentPage()) do
local server = ServerDataStore:GetAsync(key)
if server then
table.insert(servers, server)
end
end
return servers
end
C. Join a Reserved Server
Fetch Server Data
Use the server code from the browser to fetch its reserved code.
Teleport Players
Use TeleportService:TeleportToPrivateServer() to send players to the reserved server.
Example:
local function joinReservedServer(player, serverCode)
local serverData = ServerDataStore:GetAsync(serverCode)
if serverData then
local reservedCode = serverData.ReservedCode
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedCode, {player})
end
end
D. Update Server Browser in Real-Time
Use MessagingService
Broadcast updates (e.g., server created, player joined/left) using MessagingService.
Example:
local MessagingService = game:GetService("MessagingService")
-- Broadcast updates
local function broadcastServerUpdate(serverData)
MessagingService:PublishAsync("ServerUpdates", serverData)
end)
-- Listen for updates
MessagingService:SubscribeAsync("ServerUpdates", function(message)
local updatedServer = message.Data
-- Update the UI based on this new data
end)
- UI Integration
When a player selects “Create Server,” call the createReservedServer() function and refresh the server list.
Use the server list from getServerList() to populate your browser UI.
When a player clicks “Join,” call joinReservedServer() with the selected server’s code.
- Considerations
Server Cleanup: Remove inactive servers periodically to prevent clutter in the DataStore.
Error Handling: Handle edge cases like full servers or invalid codes gracefully.
Security: Ensure only valid players can join servers using the reserved codes.
This setup should allow you to create a fully functional global server browser for reserved servers like in Evade! Let me know if you need clarification or further code examples. Hope that helps.