MessagingService
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MessagingService allows servers of the same experience to communicate with each other in real time (less than 1 second) using topics. Topics are developer‑defined strings (1–80 characters) that servers use to send and receive messages.
Delivery is best effort and not guaranteed. Make sure to architect your experience so delivery failures are not critical.
Cross-Server Messaging explores how to communicate between servers in greater detail.
If you want to publish ad-hoc messages to live game servers, you can use the Open Cloud APIs.
Limitations
Note that these limits are subject to change.
Limit | Maximum |
---|---|
Size of message | 1kB |
Messages sent per game server | 600 + 240 * (number of players in this game server) per minute |
Messages received per topic | (40 + 80 * number of servers) per minute |
Messages received for entire game | (400 + 200 * number of servers) per minute |
Subscriptions allowed per game server | 20 + 8 * (number of players in this game server) |
Subscribe requests per game server | 240 requests per minute |
Summary
Methods
Invokes the supplied callback whenever a message is pushed to the topic.
Begins listening to the given topic.
Properties
Methods
SubscribeAsync
Parameters
Returns
Code Samples
Subscribing to Cross Server Messages
local MessagingService = game:GetService("MessagingService")
local Players = game:GetService("Players")
local function onPlayerAdded(player)
--subscribe to the topic
local topic = "player-" .. player.UserId
local connection = MessagingService:SubscribeAsync(topic, function(message)
print("Received message for", player.Name, message.Data)
end)
player.AncestryChanged:Connect(function()
-- unsubscribe from the topic
connection:Disconnect()
end)
end
Players.PlayerAdded:Connect(onPlayerAdded)