# 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.
