Skill804 repo starsupdated 12d ago
roblox-datastores
>
Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/roblox-datastores && cp -r /tmp/roblox-datastores/skills/other-engines/roblox-datastores ~/.claude/skills/roblox-datastoresThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# Roblox DataStores
Persist data across sessions in Roblox with `DataStoreService`: loading on join,
saving on leave and shutdown, safe updates, retries, and ordered stores for
leaderboards. Server-side only.
## When to use
- Use to save/load player progress (coins, inventory, levels), build persistent
leaderboards, or fix data loss, overwrites, and throttling.
- Use when server code calls `DataStoreService`, `GetDataStore`, `GetAsync`,
`SetAsync`, `UpdateAsync`, or `GetOrderedDataStore`.
**When *not* to use:** general scripting, services, remotes, the client/server
split → `roblox-luau`. High-frequency temporary state (matchmaking, per-round) →
memory stores (a different service). Engine-agnostic persistence theory →
`save-systems`.
## Core workflow
1. **Enable Studio access once.** File → Game Settings → Security → *Enable Studio
Access to API Services* (use a test place; Studio hits live data). DataStores
work only from server `Script`s, never `LocalScript`s.
2. **Get a store, then read/write by key.** `DataStoreService:GetDataStore("Name")`;
key per player is usually `"Player_" .. player.UserId`.
3. **Wrap every call in `pcall`.** `GetAsync`/`SetAsync`/`UpdateAsync` are network
calls that can fail; an unguarded failure errors the thread and risks data loss.
4. **Load on `PlayerAdded`, save on `PlayerRemoving`, and also `BindToClose`.** A
leaving player and a shutting-down server both need a final save.
5. **Prefer `UpdateAsync` for read-modify-write** (multi-server safe) over `SetAsync`
(blind overwrite). On a failed load, do **not** overwrite with defaults — abort
the save so you don't wipe good data.
6. **Use `OrderedDataStore` for ranked data** (leaderboards) via `GetSortedAsync`.
Test by joining, changing data, rejoining, and confirming it persisted.
## Patterns
### 1. Load on join (pcall-guarded)
```lua
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local store = DataStoreService:GetDataStore("PlayerData")
local DEFAULT = { Coins = 0, Level = 1 }
Players.PlayerAdded:Connect(function(player)
local key = "Player_" .. player.UserId
local ok, data = pcall(function()
return store:GetAsync(key)
end)
if not ok then
-- Load FAILED (network). Do not treat as a new player; flag so we never save
-- over their real data with defaults.
warn("Load failed for", player.Name, data)
player:SetAttribute("DataLoaded", false)
return
end
player:SetAttribute("DataLoaded", true)
local profile = data or DEFAULT -- nil == genuinely new player
applyToLeaderstats(player, profile)
end)
```
### 2. Save with UpdateAsync (multi-server safe)
```lua
-- UpdateAsync reads the latest value, then writes what the callback returns.
-- The callback MUST NOT yield (no task.wait, no further Async calls inside it).
local function savePlayer(player)
if player:GetAttribute("DataLoaded") == false then return end -- never overwrite on a bad load
local key = "Player_" .. player.UserId
local newData = gatherDataFor(player) -- a plain table of serializable values
local ok, err = pcall(function()
store:UpdateAsync(key, function(old)
-- merge/decide here; return nil to cancel the write
return newData
end)
end)
if not ok then warn("Save failed for", player.Name, err) end
end
```
### 3. Save on leave AND on shutdown
```lua
Players.PlayerRemoving:Connect(savePlayer)
-- BindToClose runs when the server shuts down; save everyone still in.
-- It has a limited time budget, so save in parallel and yield until done.
game:BindToClose(function()
local players = Players:GetPlayers()
local remaining = #players
if remaining == 0 then return end
for _, player in players do
task.spawn(function()
savePlayer(player)
remaining -= 1
end)
end
while remaining > 0 do task.wait() end
end)
```
### 4. Retry with backoff (transient failures)
```lua
local function withRetry(fn, attempts)
attempts = attempts or 3
for i = 1, attempts do
local ok, result = pcall(fn)
if ok then return true, result end
if i < attempts then task.wait(2 ^ i) end -- 2s, 4s, ... backoff
end
return false
end
local ok, data = withRetry(function() return store:GetAsync(key) end)
```
### 5. Increment a counter
```lua
-- IncrementAsync is a convenience for integer read-modify-write (still wrap it).
local ok, newTotal = pcall(function()
return store:IncrementAsync("Visits_" .. player.UserId, 1)
end)
```
### 6. Leaderboard with OrderedDataStore
```lua
local boards = DataStoreService:GetOrderedDataStore("Coins")
-- Write a player's score (call when it changes, not every frame).
pcall(function() boards:SetAsync("Player_" .. player.UserId, coins) end)
-- Read the top 10, descending.
local ok, pages = pcall(function()
return boards:GetSortedAsync(false, 10) -- ascending=false → highest first
end)
if ok then
for rank, entry in ipairs(pages:GetCurrentPage()) do
print(rank, entry.key, entry.value) -- entry.value is the number
end
end
```
## Pitfalls
- **Unhandled failure wipes progress** → always `pcall` Async calls; on a failed
*load*, mark the session and refuse to *save* so defaults never overwrite real data.
- **`SetAsync` race between servers** → two servers writing the same key can clobber
each other. Use `UpdateAsync` for read-modify-write so each write sees the latest.
- **Yielding inside the `UpdateAsync` callback** → the callback can't call
`task.wait` or other Async functions; compute the new value beforehand and return it.
- **No `BindToClose` save** → players in the server at shutdown lose unsaved progress;
add `game:BindToClose` and wait for saves to finish within its budget.
- **Throttling / "too many requests"** → respect per-key and per-minute limits; don't
save on everyMore from this repository
routerSkill
>
ai-behavior-trees-utility-aiSkill
>
audio-designSkill
>
camera-systemsSkill
>
create-game-assetsSkill
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
dialogue-systemsSkill
>
game-aiSkill
>
game-feelSkill
>