tabooharmony/roblox-brain

roblox-server-data

Use when building or fixing Roblox cross-server data: OrderedDataStore leaderboards, MessagingService, MemoryStore, world state, seasons.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-server-data

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

Roblox Server & Shared Data

When to Load

Load for leaderboards, messaging, MemoryStore coordination, world state, seasons, or guilds. Player persistence: roblox-data; Open Cloud: roblox-cloud.

Quick Reference

OrderedDataStore (Leaderboards)

  • Sortable DataStore: string keys (tostring(UserId)), integer sort values; GetSortedAsync → pages; BatchGetAsync multi-key read (missing keys omitted).
  • Budget bursts via GetRequestBudgetForRequestType(OrderedWrite) (per server: 30 + numPlayers×5 writes/min).
  • Leaderboards only, never player saves. Keep player_<UserId> a static key substring so RTBF templates match.

MessagingService (Cross-Server)

  • SubscribeAsync / PublishAsync; no delivery or ordering guarantee — design for idempotency.
  • Request/response: {reqId} correlation + ack + timeout; no ack ≠ not executed — replay same reqId, don't double-grant.
  • Budget broadcast receives, not just sends; limits and polling trade-offs: full.md. <!-- temporal: 2026-10 -->

GlobalDataStore (Shared State)

  • Persistent non-player state (guilds, seasons, counters). Use UpdateAsync; never for player session data.

MemoryStoreService (Temporary Coordination)

  • Queues and sorted maps for expiring matchmaking, leases, coordination.
  • Remove a read batch only after successful, idempotent processing.
  • Sorted-map paging: last item's {key, sortKey} = next exclusive bound. Quotas are game-level (one shared pool): request units 1000+120×CCU/min, memory 64 KB+1.2 KB/user, value ≤32 KB, TTL 45 days; batch calls bill per item. <!-- temporal: 2026-10 -->

Cross-Server Patterns

  • Register servers with expiring heartbeats; notify via MessagingService.

User Identity

  • Identify users with player.User (User.Id, DomainType, DomainId); UserId stays valid. Domain IDs are per-experience: key cross-server data on UserId.

Pitfalls

  • MessagingService: fire-and-forget, unordered; not for time-critical work
  • GlobalDataStore: same rate limits as player DataStores
  • Never store Instances; SetAsync overwrites — use UpdateAsync for shared counters
Store selection and workflows: references/full.md

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