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, for you or your agent: /api/rooms-copies-and-invitations.md