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Roblox Server Browser Script -

TeleportService:TeleportToInstance(placeId, jobId, player) is the key function. However, the target server must not be shut down or full at the exact moment of teleportation. To mitigate this:

For developers wanting total control, here is a minimal viable script structure. (Note: This is pseudo-code to illustrate the logic).

Using a Script inside ServerScriptService, each game server sends its status every 10–30 seconds. The payload includes: Roblox SERVER BROWSER SCRIPT

-- Server Heartbeat Script (simplified)
local DataStoreService = game:GetService("DataStoreService")
local serverStore = DataStoreService:GetDataStore("ServerBrowserData")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")

local serverId = game.JobId local maxPlayers = game.Players.MaxPlayers

while true do local currentPlayers = #Players:GetPlayers() local data = jobId = serverId, players = currentPlayers, maxPlayers = maxPlayers, region = game:GetService("TeleportService"):GetRegion(), map = game.Workspace.CurrentMap.Value, -- assuming a Map value exists ping = game.Workspace.LivePing.Value, -- custom ping probe lastUpdate = os.time() player) is the key function. However

local jsonData = HttpService:JSONEncode(data)
serverStore:SetAsync(serverId, jsonData) -- Caution: SetAsync per server
task.wait(30)

end

Optimization: To avoid DataStore throttling with hundreds of servers, use an external web server with a database. Servers send HTTP POST requests to your API endpoint, which stores data in Redis or PostgreSQL. The client then reads from that API via HttpService.

Fix: The player count updated between the time you listed the server and when the user clicked. Add a joinAttempt flag that re-fetches the server data just before teleporting. players = currentPlayers