roblox-datastores · gamedev-skills — скилл для Claude Code: DataStore без потерь
Учит агента сохранять данные игрока в Roblox через DataStoreService: загрузка на входе, сохранение на выходе и в BindToClose, ретраи. Пригодится, когда прогресс теряется.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a claude-codeЧто делает roblox-datastores
Скилл задаёт рабочий цикл для серверного кода: GetDataStore по имени стора, ключ вида "Player_" .. player.UserId, загрузка на PlayerAdded, сохранение на PlayerRemoving и на BindToClose. Внутри готовые паттерны на Luau: чтение в pcall, запись через UpdateAsync, ретрай с backoff, счётчик на IncrementAsync, лидерборд на OrderedDataStore с GetSortedAsync.
Главная мысль про отказоустойчивость. Если GetAsync упал по сети, скилл велит помечать сессию и не сохранять вовсе, иначе дефолты затрут настоящий прогресс. По той же причине SetAsync не годится для read-modify-write: два сервера перетирают ключ. Это повод проверить свой обработчик PlayerAdded, если на обнуление уже жаловались.
Перед первым запуском включите Studio Access to API Services в настройках опубликованного места, а тестируйте на отдельном плейсе: Studio бьёт по тем же живым данным, что и игроки. Работает только из серверных Script, из LocalScript нет. Общий Luau, ремоуты и разбиение клиент/сервер скилл не разбирает, для этого есть roblox-luau.
Какие задачи решает
- Загрузить монеты и инвентарь игрока при входе на сервер
- Пережить выключение сервера без потери прогресса через
BindToClose - Переписать сохранение с
SetAsyncнаUpdateAsync, чтобы два сервера не перетирали ключ - Собрать лидерборд по монетам на
OrderedDataStore - Обернуть сетевые вызовы в
pcallи добавить ретраи
Примеры запросов агенту
- Напиши серверный
Script, который грузит монеты игрока черезGetAsyncподpcallи сохраняет их наPlayerRemoving. - Сделай лидерборд по монетам на
OrderedDataStoreи покажи топ-10 черезGetSortedAsync. - Потерял прогресс при рестарте сервера — добавь сохранение на
BindToCloseи защиту от перезаписи дефолтами.
Как установить roblox-datastores
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a claude-code2Вручную: положить файлы
~/.claude/skills/roblox-datastores/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/roblox-datastores/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a codex2Вручную: положить файлы
.agents/skills/roblox-datastores/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a cursor2Вручную: положить файлы
.cursor/skills/roblox-datastores/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-datastores2Вручную: положить файлы
.github/skills/roblox-datastores/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/other-engines/roblox-datastoresВручную: положить файлы
.devin/skills/roblox-datastores/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Из того же набора77
Другие версии roblox-datastores
Похожие
Рядом в теме «Геймдев и 3D: Unity, Unreal, Godot, Blender»
Всё по теме «Геймдев и 3D: Unity, Unreal, Godot, Blender» →Вопросы о roblox-datastores
Как установить roblox-datastores в Claude Code?
Выполните npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-datastores -a claude-code. Скилл появится в ~/.claude/skills/roblox-datastores/SKILL.md.
Что делает roblox-datastores?
Даёт агенту паттерны для DataStoreService: загрузка на входе, сохранение на выходе и при выключении сервера, pcall вокруг сетевых вызовов, ретраи и лидерборды на OrderedDataStore.
Чем это отличается от roblox-luau?
roblox-luau про общий Luau, сервисы и ремоуты. Этот скилл берёт только персистентность: GetAsync, SetAsync, UpdateAsync, BindToClose и OrderedDataStore.
Исходный текст
SKILL.md · Apache-2.0
---
name: roblox-datastores
description: >
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/
SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and
save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use
when saving or loading persistent data in a Roblox experience — when the user
mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player
data, or leaderboards. For general Luau scripting use roblox-luau.
---
# 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.** In a published place, File → Experience Settings →
Security → *Enable Studio Access to API Services* (use a separate test place; Studio
hits the same live data as players). 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), and it
-- can run more than once if another server writes the key first, so keep it pure.
local function savePlayer(player)
-- Save only after a confirmed load. `~= true` also covers a player who leaves while
-- GetAsync is still in flight (attribute still nil), which `== false` would miss.
if player:GetAttribute("DataLoaded") ~= true then return end
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.
-- The server waits at most 30 seconds for it, 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)
```
Retry only operations that are safe to repeat. A failed write is not proof the write did
not happen: the server may simply have missed the response. Re-running an `UpdateAsync`
that writes the full saved state is harmless; re-running `IncrementAsync` can add twice.
When the outcome matters, confirm it with an uncached read (`DataStoreGetOptions` with
`UseCache = false`) before retrying.
### 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.
- **Side effects inside the `UpdateAsync` callback** → Roblox re-runs the callback when
another server changed the key between read and write, so granting items, firing
remotes, or incrementing counters there can happen twice. Act after the call returns.
- **Saving a player who left mid-load** → `PlayerRemoving` can fire while `GetAsync` is
still yielding. Gate saves on "load succeeded", not on "load did not fail".
- **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 every value change. Batch and save on a timer / on leave. `GetAsync` is
cached for about four seconds, so immediate re-reads may be stale. Studio Run mode
uses its own lower static limits; Roblox recommends testing rate limits in Team Create.
- **Storing non-serializable values** → only JSON-serializable data persists: numbers,
strings, booleans, and tables with string/number keys. `Instance`s, `Vector3`,
`CFrame`, and functions do not — serialize them to plain tables first.
- **Testing without API access** → DataStore requests in Studio error (writes report
`StudioAccessToApisNotAllowed`) until *Enable Studio Access to API Services* is on (and
they don't work from a `LocalScript`).
- **`DataStoreKeyInfo` is nil for ordered stores** → `OrderedDataStore` doesn't
support versioning/metadata; use a regular `DataStore` when you need those.
## References
- For session locking (preventing duplicate data across servers), versioning/
metadata with `DataStoreSetOptions`, ordered-store pagination
(`AdvanceToNextPageAsync`), the key error codes and request limits, and
Right-to-be-Forgotten compliance, read `references/sessions-and-limits.md`.
## Related skills
- `roblox-luau` — services, instances, events, and the server/client model.
- `save-systems` — engine-agnostic serialization, slots, and migration.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills