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Roblox server data

Skill TabooHarmony/roblox-brain/skills/roblox-server-data

Use for Roblox server or cross-server data: OrderedDataStore leaderboards, MessagingService, world state, seasons, or guilds.From its SKILL.md

Install
npx -y skills add TabooHarmony/roblox-brain --skill roblox-server-data

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

SKILL.md

2.9 KB, 544 tokens by cl100k_base, as published. Nobody here has run it

Roblox Server & Shared Data

When to Load

Load for server-level or cross-server data: leaderboards (OrderedDataStore), cross-server messaging (MessagingService), temporary queues and sorted maps (MemoryStoreService), shared world state, persistent non-player data, season/guild data. For player data (DataStore, ProfileStore, session locking), use roblox-data.

Quick Reference

OrderedDataStore (Leaderboards)

  • Sortable DataStore. Keys are strings; use a stable key such as tostring(UserId).
  • Values are integers used for sorting; choose the sign and ordering intentionally.
  • GetSortedAsync(ascending, pageSize, minValue, maxValue) → sorted pages
  • For leaderboards ONLY — not player data
local D = game:GetService("DataStoreService")
local store = D:GetOrderedDataStore("LeaderboardCoins")
store:SetAsync(tostring(player.UserId), playerCoins)
local top10 = store:GetSortedAsync(false, 10):GetCurrentPage()

MessagingService (Cross-Server)

  • Real-time server communication: SubscribeAsync / PublishAsync
  • No delivery or ordering guarantee; design for idempotency.

GlobalDataStore (Shared State)

  • Persistent non-player state such as guilds, seasons, and counters.
  • Use UpdateAsync; never use it for player session data.

MemoryStoreService (Temporary Coordination)

  • Queues and sorted maps for expiring matchmaking, leases, and coordination.
  • Remove a read batch only after successful, idempotent processing.
  • Use MessagingService or TeleportData for notification and handoff.

Persistent World State Patterns

  • Building games: serialize player-built structures to DataStore and reload on join
  • Seasons/leaderboards: OrderedDataStore for rankings, GlobalDataStore for metadata
  • Guilds: GlobalDataStore by guild ID, MessagingService for live updates
  • Economy counters: GlobalDataStore + UpdateAsync for atomic increments

Cross-Server Patterns

  • Register servers with expiring heartbeats; use MessagingService for notifications.

Pitfalls

  • MessagingService is fire-and-forget — no delivery guarantee, no ordering
  • GlobalDataStore has same rate limits as player DataStores — don't spam
  • OrderedDataStore keys are strings; values are integers used for sorting
  • Never store Instances — serialize to primitives first
  • UpdateAsync for any shared counter to prevent lost updates

Need more detail? Load references/full.md for the complete reference with code examples, API tables, and edge cases.

What ships with it: 1 file

9.8 KB alongside SKILL.md

references/

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