git:20261015.62bdabd to git:20261015.f9f74c2

4 added, 1 removed. Audit A to A.

---
name: roblox-security
description: "Use when auditing or hardening Roblox code against exploits: authority, remotes, economy, purchases, and DataStore flows."
when_to_use: "Also for security reviews, cheaters or exploiters, duplicated items or currency, trusting client values, admin commands, and pre-release audits."
last_reviewed: 2026-10-14
sources:
- https://create.roblox.com/docs/ui/text-filtering
- https://create.roblox.com/docs/scripting/security/security-tactics
- https://create.roblox.com/docs/scripting/security/client-server-boundary
- https://create.roblox.com/docs/projects/server-authority
- https://create.roblox.com/docs/projects/server-authority/techniques
- https://create.roblox.com/docs/reference/engine/classes/Players
- https://create.roblox.com/docs/scripting/capabilities
+ - original
+ - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/Player.yaml
+ - https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/SocialService.yaml
---
# Roblox Security
## When to Load
Load for authority, remote abuse, economy, saves, bans, or sandboxing audits. Remote validation/rate limits: `roblox-networking`.
## Quick Reference
**Core:** Client is always compromised. The server remains the source of truth, but the implementation depends on the authority model.
### Authority Models
- **Classic replication:** validate client requests against server state. Never trust client damage, currency, inventory, permissions, or positions.
- **Server Authority:** `Workspace.AuthorityMode = Server`: the server owns core simulation while clients predict and recover from misprediction. Use `BindToSimulation()` (needs `UseFixedSimulation`), not blanket `Heartbeat` correction. Cheap for stock characters, rewrite-scale for authored simulation (full.md).
- **Both:** validate attacks, purchases, teleports, permissions, and custom remotes at the server boundary.
### Audit Checklist
**CRITICAL:** Server-authoritative state · Documented authority model · Validate all arg types · Rate limit remotes · Session-lock DataStore · No client currency mutations · ProcessReceipt verification · No secrets in client code
**HIGH:** Validate custom movement and action transitions · BindToClose protection · Atomic trading · Never trust client values · Use InputActions for simulation input in Server Authority projects · Validate ProximityPrompt/ClickDetector/DragDetector like remotes
**MEDIUM:** Server cooldowns · server-computed leaderboards · anti-AFK reward checks · TextService filtering · Script sandboxing for third-party code
### Enforcement
- Enforcement is a product decision with appeal implications, not an automatic response. The native ban API is server-only (`Players:BanAsync` / `UnbanAsync` / `GetBanHistoryAsync`; `Players.BanningEnabled` must be on). `Duration` `-1` is permanent, `0` and other negatives are invalid; `DisplayReason` max 400 chars (filtered); `PrivateReason` max 1000, never client-shared; `ApplyDeviceBlock` lasts 24 hours and only `UnbanAsync` lifts it. Escalate via ban history; `pcall` every call (throttled HTTP). Config field table is in full.md.
+ Enforcement is a product decision with appeal implications. `Players:BanAsync`/`UnbanAsync` are server-only and need `Players.BanningEnabled`; `pcall` them. Duration, reason limits and device blocks: full.md.
### Anti-Patterns
Don't obfuscate client code, use `_G` for security, kick without logging, over-validate movement, or rely on client anti-cheat.
See `references/full.md` for detailed examples.