****Hello everyone and thanks in advance for any suggestions. So for about a week or two I have been messing around with a queuing system for custom matchmaking on roblox. Now if this were just server sided it would be a simple task but I have been trying to make cross lobby matchmaking so every person in the universe that wants to is queued up and placed in a match after the amount of players has been met. Now I did eventually get it to work using datastores but the method, I believe, isn't going to be that reliable when under higher player count. So i'm here to see if anyone has ever done this before and if they have any pointers? I would really like to hear anything you have tried and if it was successful.
****How my current system works. Currently I use 6 DataStores. ActivePlace1v1-ActivePlace ActivePlace2v2-ActivePlace ActivePlave4v4-ActivePlace ActivePlayers1v1-ActivePlace ActivePlayers2v2-ActivePlace ActivePlayers4v4-ActivePlace Now I separated the places to try to avoid reaching in the same key too many times. Basically when a team enters the queue it checks how many teams are in ActivePlayers[TeamSize]. If there is less then a certain number then it goes ahead and adds that host and his team to the queue then teleport's then to the ActivePlace[TeamSize]. But if the spots are full then it will simple create a new place and wipe the old values. It works ok as is but if I want to manipulate certain things like party fill and such the queue would have to be a sort of table.
****In conclusion If anyone has any ideas or any kind of methods that they would like to share to help me out in this project I am all ears thank you so much!