Rooms, copies and invitations
Call Purpose --- --- send(player, roomName) Enter a copy of another room in this game send({p1, p2}, roomName, true[, tag]) Start a fresh copy for these player
| Call | Purpose |
|---|---|
send(player, roomName) | Enter a copy of another room in this game |
send({p1, p2}, roomName, true[, tag]) | Start a fresh copy for these players |
send(player, roomName, code) | Enter that room's copy by its code |
here() | This copy's four-character code |
tag() | Its creation tag, or nil |
crowd(roomName) | Approximate player count across copies, refreshed every two seconds |
matches(roomName) | The running copies of that room, {{code, players, tag, watch, locked}, ...}, refreshed with crowd |
watch(player, roomName, code) | Into the stands of that copy: no avatar, sees and hears everything; refused where the room's watching is off |
invite(player, friendId[, text]) | Invite an online friend into this copy |
Room names must match the game's room names. send_failed reasons include no_such_room, no_such_copy, and full. A copy's lock blocks ordinary admission, but a valid invitation can enter if capacity permits. Each room still has its own Lua state. Use saves to share progress across rooms.
This page as markdown: /api/rooms-copies-and-invitations.md