Hello, could you fix joining a player in a single player server/game showing you waiting in queue to join. It should instead place you into the single player experience in a new server. Can be pretty confusing when joining a friend to check out the game they’re playing to be met with an infinite ‘waiting in queue (1)’.
While I understand why this was changed, now my friend joining behavior is broken. Disabling place direct access (which is what I want to do) will fix it but will also completely break joins using links.
I can either have the access as Open and break friend joins or close it and break share links.
It would be great if share links were updated to be consistent with other types of joins
Question: in the case where a user is trying to follow their friend but they join a public server, have you considered checking FollowUserId to detect what’s happening and teleport them to their friend’s reserved server instead of giving them an “Invalid Server” error?.
The place with reserved servers is never meant to be joined in a public server, which is why it immediately kicks you. It’s meant to be where you follow a friend, it takes you to the main menu (root place), which does check for FollowUserId and teleports them accordingly. It’s just the share links issue preventing me from disabling open access to places right now
Right, I get the Share Links issue (I’m following up internally). My suggestion to you is instead of:
User joins public non-root trying to follow friend → teleport to root → teleport to friend in non-root, you should consider skipping the teleport to root and get them straight to their friend as the first teleport
I have a few questions.
I have a game with one root place which handles both lobby (non-reserved root place) and the game itself (reserved root place).
If I am understanding correctly, with the updated behavior, if PlayerA is in a reserved server (of the root place) and a friend (PlayerB) follows PlayerA via the app/website’s join button, the expected behavior (with the correct permission setup) is to directly teleport PlayerB into the to the start place, in a non-reserved server? If that’s the case, is FollowUserId respected - so I can teleport PlayerB back to the desired location (PlayerA)?
Big thanks for considering our feedback. I was really surprised hearing back from - what it appeared to be - a forgotten feature request! :]
Yes, that’s correct and FollowUserId should be populated (please file a bug report and tag me if it’s not)
No problem! I know it can sometimes feel like filing on DevForum is filing into the void but it does help us find problems that slip through the cracks!
hiya @SuperPat77, our game is being targeted by a DDoS strike which kicks active players from our servers and prevents them from rejoining, and we’ve received an extortion request in order for the responsible exploiters to stop. Could I please have you dm me so I can add further details and hopefully solve this together? they’re bring 400+ ccu to 30-20