As a Roblox developer, it is currently too hard to control access to any given server in our games.
At the moment, TeleportService gives no access to info on what players are currently queued to join the current server. Furthermore, it gives no control to reject players’ access. Both of these cases are important, as I’ll explain below.
With the recent introduction of memory stores, matchmaking as been made easier than ever. It’s not without its flaws though, as a number of cases may arrise:
- Queued players may not be available anymore, and there’s no efficient way to tell whether or not they are
- A teleporting player may take longer to teleport than you wish to keep your other players who already arrived waiting. There’s no way to know if they are still in teleportation or if they just left
- Should you wish to swap a slow loading player with someone else waiting in queue, you would still have to deal with that player once they arrive by just teleporting them back to lobby. It makes a lot more sense to just halt their teleportation and leave them in the server they’re in
If Roblox is able to address this issue, it would improve my development experience because I would have a stronger control over my game’s traffic. In the case above, this would allow my scripts to understand much sooner when a new player needs to be pulled from the queue to replace an original intended participant, in turn keeping the players who already arrived waiting for a shorter period of time.