So I’m making a matchmaking system with cross-server Messaging and needed a little help.
I’ve read through the documentation of each service, but wanted to clear some doubts.
On Datastore Service, the limits are that they can sometimes fail due to connectivity or other unsaid reasons, as mentioned in the docs. They have a call limit too, which also wasn’t shown in the docs, but it queues them up.
Datastore Docs
On Messaging Service, there a strict call limit with a table they provided.
Messaging Service
So in the above table, does it mean that the limit is proportional to the number of players? Shouldn't it be the other way around? It's a great thing, so nvm. I'm guessing this is how it is for every server for every place in the game. Also would this be a problem if I made a solo place for each player? This would mean it can only get 30 messages from a topic per server, right? Hm seems too less.On HTTP Service, we have a limit double to that of Messaging Service, but it also has it's own problems. It has a huge limit of 500 requests per minute per server per place, which is amazing. Using Trello, a reliable resource, which comes with a safe key, this sounds like a great idea. However, I'm confused if this 500 Limit is inclusive of both Sending and Receiving. If so, we can assume 250 for receiving and sending messages each, which isn't a very big number.
So, What do you think I should use to make this system possible? There’s cross-server Messaging, there’s Matchmaking, there’s status changing for every player, so we really need a good method for this to work.
Thanks for reading till here, I am waiting to take in your responses.