Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-securityAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Roblox Security
When to Load
Load for authority, remote abuse, economy, saves, bans, or sandboxing audits. Remote validation/rate limits: roblox-networking.
Quick Reference
Core: Client is always compromised. The server remains the source of truth, but the implementation depends on the authority model.
Authority Models
- Classic replication: validate client requests against server state. Never trust client damage, currency, inventory, permissions, or positions.
- Server Authority:
Workspace.AuthorityMode = Server: the server owns core simulation while clients predict and recover from misprediction. UseBindToSimulation()(needsUseFixedSimulation), not blanketHeartbeatcorrection. Cheap for stock characters, rewrite-scale for authored simulation (full.md). - Both: validate attacks, purchases, teleports, permissions, and custom remotes at the server boundary.
Audit Checklist
CRITICAL: Server-authoritative state · Documented authority model · Validate all arg types · Rate limit remotes · Session-lock DataStore · No client currency mutations · ProcessReceipt verification · No secrets in client code
HIGH: Validate custom movement and action transitions · BindToClose protection · Atomic trading · Never trust client values · Use InputActions for simulation input in Server Authority projects · Validate ProximityPrompt/ClickDetector/DragDetector like remotes
MEDIUM: Server cooldowns · server-computed leaderboards · anti-AFK reward checks · TextService filtering · Script sandboxing for third-party code
Enforcement
Enforcement is a product decision with appeal implications. Players:BanAsync/UnbanAsync are server-only and need Players.BanningEnabled; pcall them. Duration, reason limits and device blocks: full.md.
Anti-Patterns
Don't obfuscate client code, use _G for security, kick without logging, over-validate movement, or rely on client anti-cheat.
See references/full.md for detailed examples.


