Currently, as of Roblox client v0.574.1.5740447
, if there are multiple Roblox clients running at the same time on the same machine, TeleportAsync()
will fail for some of the clients.
How to reproduce:
- Run a program that changes Roblox’s mutex:
using System;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Threading;
namespace MultipleRoblox
{
internal class Program
{
static void Main()
{
new Mutex(true, "ROBLOX_singletonMutex");
Thread.Sleep(-1);
}
}
}
- Join a game on client 1.
- Join client 1’s server on client 2.
- Have client 1 teleport to a reserved server. Observe the teleport fails with error code
773
and512 (Unauthorized)
. - Have client 2 teleport to the same reserved server. Observe that the teleport was successful.
Essentially, teleporting only works for the latest client that was ran. Any previously running client instances have their ability to teleport invalidated.
This issue was not happening before the rollout of the byfron client, it seems to be related to byfron.
I understand this isn’t officially supported behavior, but I need the ability to teleport while multiple client instances are running on my machine. I’m working on a game system that involves an external database & multiple game servers, so being able to have 3-5 game clients running at the same time is essential to my workflow.
Expected behavior
TeleportAsync()
calls should work, regardless of how many client instances are running on the same machine.