tabooharmony/roblox-brain

roblox-server-data

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

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-server-data

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

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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