roblox-data-stores
Skill92 starsChanged 47 days agoMITView on GitHub
Persistence and cross-server data - DataStoreService (UpdateAsync, retries, budgets, limits), session locking with ProfileStore, schema migrations, OrderedDataStore leaderboards, MemoryStore queues/sorted maps/hash maps, MessagingService, right-to-be-forgotten. Use when saving player data, building leaderboards or queues, or fixing data loss, duplication, or throttling.
In this repository25 other files it gives its agents.
- AGENTS.mdAGENTS.md
- docs/agents.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- roblox-analytics-liveopsSkill
- roblox-architectureSkill
- roblox-audioSkill
- roblox-characters-animationSkill
- roblox-code-reviewSkill
- roblox-game-systemsSkill
- roblox-inputSkill
- roblox-luauSkill
- roblox-monetizationSkill
- roblox-networkingSkill
- roblox-npc-aiSkill
- roblox-open-cloudSkill
- roblox-performanceSkill
- roblox-physicsSkill
- roblox-securitySkill
- roblox-studio-mcpSkill
- roblox-teleport-matchmakingSkill
- roblox-testingSkill
- roblox-text-chatSkill
- roblox-toolingSkill
- roblox-uiSkill
- roblox-world-buildingSkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 1 is distinctive, and 5 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 97
Never save Instances, Vector3, CFrame, functions, or mixed/sparse tables: store plain tables, numbers, strings, booleans, and buffers.
- Distinctive: line 121
Don't pre-compress data; Roblox compresses automatically.
- Very specific: line 122
Use versions (ListVersionsAsync, GetVersionAtTimeAsync) to restore data instead of writing backup keys.
- Very specific: line 165
Read top N with GetSortedAsync(false, 100) on one server loop (e.g.
- Very specific: line 181
Always set expirations; handle throttling (pcall + retry).
- Very specific: line 194
Use static key patterns so automated RTBF (configured in Creator Dashboard) can delete player data templates like PlayerData/User_{userId}.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Roblox data stores and cloud services
Choose the service
| Need | Service | Notes |
| Player progress, inventory, settings | DataStore via ProfileStore (session-locked) | One key per player (User_{UserId}), ≤ 4 MB. |
| Global leaderboards | OrderedDataStore | Integer values only; periodic updates, cached reads. |
| Fast, temporary, cross-server state | MemoryStoreService | Sorted maps, queues, hash maps; everything expires (TTL ≤ 45 days). |
| Matchmaking queues, live events, server lists | MemoryStore queue / sorted map | Not durable — never the only copy of valuable data. |
| Broadcast to all servers | MessagingService | ≤ 1 kB per message, best effort, no delivery guarantee. |
| Values changed by live-ops without publishing | Experience configs (ConfigService) | See roblox-analytics-liveops. |
Player data: use session locking
Two servers must never own the same player's data at once (teleports, fast rejoins), or items duplicate
and progress is lost. ProfileStore (loleris) implements session locking, auto-save, and
BindToClose flushing, and is the recommended default. Install it from Wally/the Creator Store and put
it in ServerScriptService.
-- ServerScriptService/Server/Services/DataService.luau (ProfileStore)
local Players = game:GetService("Players")
local ServerScriptService = game:GetService("ServerScriptService")
local ProfileStore = require(ServerScriptService.ServerPackages.ProfileStore)
local TEMPLATE = {
version = 1,
coins = 0,
inventory = {} :: { [string]: number },
}
type PlayerData = typeof(TEMPLATE)
local PlayerStore = ProfileStore.New("PlayerData", TEMPLATE)
local profiles: { [Player]: typeof(PlayerStore:StartSessionAsync("")) } = {}
local function onPlayerAdded(player: Player)
local profile = PlayerStore:StartSessionAsync(`User_{player.UserId}`, {
Cancel = function()
return player.Parent ~= Players -- stop waiting if the player left
end,
})
if profile == nil then
player:Kick("Could not load your data. Please rejoin.")
return
end
profile:AddUserId(player.UserId) -- GDPR / right-to-be-forgotten linkage
profile:Reconcile() -- fill in fields added to TEMPLATE since this profile was created
profile.OnSessionEnd:Connect(function()
profiles[player] = nil
player:Kick("Your data was loaded on another server. Please rejoin.")
end)
if player.Parent == Players then
profiles[player] = profile
else
profile:EndSession() -- left while loading
end
end
for _, player in Players:GetPlayers() do
task.spawn(onPlayerAdded, player)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(function(player)
local profile = profiles[player]
if profile then
profile:EndSession() -- saves and releases the lock
end
end)
local DataService = {}
function DataService.get(player: Player): PlayerData?
local profile = profiles[player]
return profile and profile.Data
end
return DataServiceMutate profile.Data directly on the server (it is cached in memory and auto-saved). Don't
SetAsync per change. Check the ProfileStore docs for the exact current API before relying on less
common features (global updates, MessageAsync, mock stores for Studio).
Raw DataStoreService rules (when not using a wrapper)
- Buffer in memory: load once on join, mutate the in-memory table, save periodically (e.g. every
2–5 minutes with random jitter), on leave, at checkpoints (purchases), and in
game:BindToClose. UpdateAsyncoverSetAsyncwhenever the write depends on the old value or multiple servers may write the key. The transform function must be pure and fast (no yields); returnnilto cancel.- Retry transient errors with exponential backoff + jitter, capped attempts; process retries for a key in order (an old retry must not overwrite newer data). Treat a failed write as "outcome unknown".
- Never save
Instances,Vector3,CFrame, functions, or mixed/sparse tables: store plain tables, numbers, strings, booleans, andbuffers. Serialize datatypes ({ x, y, z }). Validate UTF-8 strings. - Keys and data store names ≤ 50 characters; value ≤ 4,194,304 characters after JSON encoding.
- Stable key patterns (
User_{UserId}), never display names. Few data stores, few keys per player. - Studio needs File → Experience Settings → Security → Enable Studio Access to API Services; use a separate test universe or a different data store name so testing never touches production data.
Complete raw implementation (session lock, autosave, BindToClose, retries): references/raw-datastore.md.
Budgets and limits (2026)
| Limit | Value |
| Experience-wide standard reads / writes | 300 + 40 × CCU / 300 + 20 × CCU per minute (shared with Open Cloud) |
| Default per-server reads/writes | 60 + 40 × players per minute each (configurable) |
| Ordered writes per server | 30 + 5 × players per minute |
| Per-key throughput | 25 MB/min read, 4 MB/min write |
| Storage (latest versions, compressed) | 500 MB + 1 MB × lifetime users per experience |
| Queue per request type | 30 pending requests, then errors 301–306 |
UpdateAsyncconsumes both read and write budget.- Check
DataStoreService:GetRequestBudgetForRequestType(Enum.DataStoreRequestType.StandardWrite)before bulk work; tune per-server limits once at startup withSetRateLimitForRequestType. - Don't pre-compress data; Roblox compresses automatically. Shard only genuinely hot keys.
- Use versions (
ListVersionsAsync,GetVersionAtTimeAsync) to restore data instead of writing backup keys.
Schema versioning and migrations
Store a version field. On load, run ordered migration functions until the data reaches the current
version, then reconcile defaults. Never delete fields in the same release that stops writing them;
never reuse field names with different meanings.
--!strict
type Data = { [string]: any }
local MIGRATIONS: { (Data) -> () } = {
[1] = function(data) -- v1 -> v2: "gold" renamed to "coins"
data.coins = data.gold or 0
data.gold = nil
end,
[2] = function(data) -- v2 -> v3: inventory list -> counts
local counts: { [string]: number } = {}
for _, itemId in data.inventory or {} do
counts[itemId] = (counts[itemId] or 0) + 1
end
data.inventory = counts
end,
}
local CURRENT_VERSION = #MIGRATIONS + 1
local function migrate(data: Data): Data
local version = data.version or 1
while version < CURRENT_VERSION do
MIGRATIONS[version](data)
version += 1
end
data.version = CURRENT_VERSION
return data
end
print(migrate({ gold = 5, inventory = { "Sword", "Sword" } }))Leaderboards (OrderedDataStore)
- Values must be integers. Write on a schedule or on meaningful change, not every increment.
- Read top N with
GetSortedAsync(false, 100)on one server loop (e.g. every 60 s), cache the result, and replicate to clients. Don't let every server/client read constantly. - For "this week" boards, include the period in the store name (
Wins_2026W39) or use a MemoryStore sorted map. - Roblox-native leaderboards (fully released): register the
OrderedDataStorein Creator Hub (game → leaderboards) and toggle "Active leaderboard"; Roblox renders persistent Global and Friends tabs in the player list. The store stays the source of truth (one active board per game). Initialize each player's score on join so the tabs render correctly.
MemoryStore essentials
- Quotas are experience-wide: memory
64 KB + 1.2 KB × users; requests1000 + 120 × CCUunits/min. MemoryStoreSortedMap: ranked data, server browsers, live leaderboards (SetAsyncwith expiration,GetRangeAsync,UpdateAsync).MemoryStoreQueue: matchmaking/work queues (AddAsync,ReadAsync+RemoveAsyncwith the returned id after successful processing, invisibility timeout for crash safety).MemoryStoreHashMap: high-volume key-value without sorting (SetAsync,GetAsync,UpdateAsync,ListItemsAsync).- Always set expirations; handle throttling (
pcall+ retry); keep items small.
MessagingService essentials
- Message ≤ 1 kB. Per server:
600 + 240 × playerssends/min;20 + 8 × playerssubscriptions. - Delivery is best effort and not ordered: use it for notifications ("refresh your cache", global announcements), never as the source of truth. Pair with DataStore/MemoryStore for state.
- Wrap
SubscribeAsync/PublishAsyncinpcall; they can fail or yield.
More code (MemoryStore queue matchmaking, cross-server announcement, RTBF): references/memory-and-messaging.md.
Right to be forgotten
Use static key patterns so automated RTBF (configured in Creator Dashboard) can delete player data
templates like PlayerData/User_{userId}. Otherwise handle the right-to-erasure webhook (see
roblox-open-cloud). Link keys to user IDs: SetAsync(key, value, { userId }), return them as the second value from an
UpdateAsync transform, or call ProfileStore's AddUserId.
Related skills
roblox-security (duplication and trade exploits), roblox-monetization (receipts),
roblox-open-cloud (external access, bulk operations), roblox-teleport-matchmaking.
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