About
This section contains general information about PartyService.
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Matching is not 100% done and will be heavily improved in the future.
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All party members are in the same server, parties don't exist in multiple servers.
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Parties always have a leader. If the leader gets removed, a random player will become leader.
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AddAsync and RemoveAsync are built for multiple players. It is possible to use a single player, but try to use multiple in order to save requests.
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Network calls are automatically retried, so you don't have to use pcall unless you want to add additional error handling.
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One player in the queue takes up
10 + Length of UserId
bytes, a group takes up11 + Length of the UserIds + Amount of players
.
Information on PartyService limits:
- Priorities range from 1 to 99
- 9999 entities per priority (so theoretically 989,901 entities per queue)
Information on MSS limits:
- For each player in the game, you get 100
AvailableRequests
per minute (capped at 1000 players/100,000 requests) - While your
SpentRequests
in the last 60 seconds + yourAvailableRequests
are lower than the limit, it will regeneratemath.ceil(limit / 60)
requests per second