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Public and private copies

send(player, "Room", "private"[, tag]) finds or creates that player's personal copy.

send(player, "Room", "private"[, tag]) finds or creates that player's personal copy. Only one player may be sent by this form. Other players cannot enter it, join by code, receive invitations to it, or spectate. The copy retains the same game save namespace as public play. send(player, "Room", "public") returns to normal public matching. These explicit public/private modes preserve the game’s outer exit while travelling between its rooms. The existing boolean fresh-copy and four-letter code forms still work. A fresh public copy is not private.

Rooms may configure up to 1,000 places. Their bounded Lua memory and event-time allowances grow with configured capacity; the ceiling does not preallocate memory. Batch work in large games, especially effects and HUD updates. Capacity is an admission setting, not a guarantee of client rendering performance. Queued script effects and the leave handler's saves finish before a departing player can load their progress in the destination.

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