使用方法
- 复制安装命令,在自己的智能体环境安装前先检查源码包。
- 从原始文档核对所需工具、凭据和支持的宿主。
- 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。
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;BatchGetAsyncmulti-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);UserIdstays valid. Domain IDs are per-experience: key cross-server data onUserId.
Pitfalls
- MessagingService: fire-and-forget, unordered; not for time-critical work
- GlobalDataStore: same rate limits as player DataStores
- Never store Instances;
SetAsyncoverwrites — useUpdateAsyncfor shared counters
Store selection and workflows: references/full.md



