TeleportToPrivateServer doesn't work properly sometimes

I have no way of replicating it, but I have tons of people saying they can’t join a server they were supposed to be teleported into while the other 5 players they were with made it in fine. I’ve experienced this myself.

There has been other players such as @ScriptOn that relied on reserved servers and had them not work properly.

Have you been using Player.OnTeleport to check for TeleportState == Failed + logging that and/or retrying the teleport every couple of seconds until you don’t get any failures?

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No but I’ll give that a shot.

I happened upon a server where I was the one with the teleporting bug. It wouldn’t put me anywhere. I ran this

game.Players.BrokenBone.OnTeleport:connect(function(teleportState, placeId, spawnName)

    if teleportState == Enum.TeleportState.Started then
        error("Teleport started ("..playerOnTeleport.Name..")")
    elseif teleportState == Enum.TeleportState.WaitingForServer then
        error("Teleport waiting for server ("..playerOnTeleport.Name..")")
    elseif teleportState == Enum.TeleportState.InProgress then
        error("Teleport in progress ("..playerOnTeleport.Name..")")
    elseif teleportState == Enum.TeleportState.Failed then
        error("Teleport failed! ("..playerOnTeleport.Name..")")
    end
    error("Successful!")
end)

In the dev console and hit quickjoin/last join. Each time it told me successful. (I used error() because my dev console is spammed with warn and print and error is easier to see)

It seems that when the game breaks, it breaks good. For the whole time you are in that game session, it wont put you anywhere.

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I’m sure the staff will appreciate knowing this. On the other threads I remember them suggesting what I did, but I don’t think anyone tried it out. If TeleportState isn’t correct, that will be a lot easier place for them to start than “teleports aren’t working”.

I believe it, but they gotta fix it. Demented Defense was a good game and I can’t expand the most popular RTS game to xbox with bugs like this. Too low quality. The only workaround I can think of is teleporting players to public servers if they fail to teleport to a reserved server and try again. If there’s a 15% chance in failure, that should bring it down to 2%. What do you think of this theory?

Seems complicated but better than nothing.

How so?

Set up the place in just a few minutes and I teleported to it with the necessary data and it sent me to the reserve server. Now I just have to detect when a real teleport fails and boot them into this transition place and it should theoretically work. I’ll let you know how it goes. I do have a question that I’ll probably answer in time though, if a teleport works, sometimes it takes a few seconds for the teleport to actually happen. Will any other teleport requests be ignored? Could just wait(1) and then send them to the transition place.

Honestly not sure. I did this all like 4 months ago and I haven’t dared to touch it yet.

If you search back a ways you can find my discussing with some admins about it.

Can you reproduce the issue in a simple place? As in, maybe something that bounces you back and fourth until it fails?

It’s really hard to try and find a bug when we’re told that it happens in your specific game. There are a lot of other variables involved which is why we ask that you please attempt to reproduce the bug in the simplest test environment possible. This is because more often than you’d think, bug reports actually end up being due to something the developer was doing.

I’m not saying that’s the case but a bare bones repro would validate this! I’ve yet to have issues with reserveservers and my game uses them but perhaps my players are just hesitant to report anything.

No it’s completely random. All I know is that you dont teleport anywhere, it’s not a try again situation, it’s a teleport to reserve servers in this session wont be happening thing. I have no way of replicating it on command, and there’s never any errors in the dev console.

Do any of the players in the lobby get teleported?
You’re saying nobody in the entire server will ever be able to teleport again?

Maybe you’re trying to teleport to an invalid reserveserverid, or do you generate it right there and then?

What happens is one or two players will drop out of the group of 6 going into the game. 4-6 make it. I’m saying that guy that didn’t teleport in, usually none of his teleport attempts will work during that session. He’ll have to close the window and rejoin and try again. He can join other rooms in the lobby and it’ll be the same story, he stays behind while the other 5 players are teleported out(or attempted to)

No the reserveseverids are legit, they are brand new every time a new room is opened

Update: When I follow a friend into my game(Player.FollowUserId), I automatically try to teleport into his reserveserver(I download the friend’s jobId, and use that to get the reserveserverid). If it fails because his server is full, I can never connect to another reserveserver, OR a standard server. I run this:

game:GetService(‘TeleportService’):Teleport(439095197, game.Players.BrokenBone)

And it seems to fail only if FollowUserId is not nil. If I join the game and manually try to join a friend, or quickjoin, it works/tries to work just fine, and I can still paste the above code and properly go to that place.

Teleporting is STILL not reliable. Was trying to find a new server from my lobby and I tried yet again and this time I couldn’t connect to any servers. No private servers, not even teleporting back into this same lobby as a way to refresh the teleport service for myself. It was flat out broken. Dumb kids might never figure it out and constantly start servers they’ll never join, making for a bad experience for themselves and the people who were expecting a full 6/6 server.