Quote Originally Posted by ThomasOfEger View Post
#include <iostream>
#include <string>

// Simulation of press button "Yes"
void simulateButtonPress() {
std::cout << "Button press Yes." << std::endl;
}

//Functions to join a player to a group
void connectToGroup(const std::string& groupName) {
std::cout << "Player joins group: " << groupName << std::endl;
}

int main() {
//Simulation of the previous prompt and pressing the "Yes" button
simulateButtonPress();

//Joining a player to a group "Continue roulette"
connectToGroup("Continue roulette");

//Automatically connect to an instance
"Leveling dungeons"
std::cout << "The player has been automatically connected to an instance of : Leveling dungeons" << std::endl;

return 0;
}

And of course you need to have some "instance" made for this ...or you can just use connection to already instance in game wich will use connect to already existing function for que

This is just example but go make fun from anyone else :*
As a software developer lead, this has so many logic holes that I don't even know where to begin. If I ever saw a PR like this, I would have that developer walked out on the spot.