It's different on several accounts.
1) there are no spectators/teams in this room, whoever joins is, is in "queue"
2) when there is enough people to start a game of given type, 30s countdown starts
3) when some more join during countdown, its extended up to max 2 minutes
4) when countdown reaches zero separate games are created with same map, people moved and insta started. Those "slave" games are locked and can only be joined as mid-game spectators. Slaves are auto closed when battle ends there.
People are split using elo and other rules.
In the case of 1v1 autohost, priority is the order in which people joined queue. Max elo difference is 450.
In case of 2v2 and small teams autohosts (2v2-4v4), the teams are always even (last person is left out if he is odd) and they are split into multiple games by elo if there is too much people.
In case of big teams host (5v5 - 10v10) people are split by elo into battles but its not guaranteed that teams are even (nobody is left out).
This system is meant for Steam scaling.
Queue room only exists for the benefit of other lobbies (like springlobby), unfortunatelly, Abma chnaged implementation of FORCEJOINBATTLE from server side (which worked for all lobbies always) to client side and lobbies do not implement that command properly.
You would be stuck in queue room and not moved to target room.
Thats why we have to kick non ZKL atm :-(
Here is the uberserver issue report
https://github.com/spring/uberserver/issues/121Someone should also make report for springlobby etc asking for this to be fixed.. Though I'm not sure if its feasible, because there is always that new lobby X which does not work with it. I know it failed for springlobby and notalobby.
Imo it's best to lobby Abma to revert back..