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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

CallPurpose
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