roblox-server-data · diff
git:20261002.ab6d87c to git:20261015.28be409
11 added, 14 removed. Audit A to A.
---
name: roblox-server-data
description: "Use for Roblox server or cross-server data: OrderedDataStore leaderboards, MessagingService, world state, seasons, or guilds."
last_reviewed: 2026-10-02
sources:
- https://create.roblox.com/docs/reference/engine/classes/MemoryStoreSortedMap
- https://create.roblox.com/docs/reference/engine/classes/OrderedDataStore
- https://create.roblox.com/docs/reference/engine/classes/MessagingService
- https://create.roblox.com/docs/reference/engine/classes/MemoryStoreService
- https://create.roblox.com/docs/reference/engine/classes/DataStoreService
- https://create.roblox.com/docs/cloud-services/data-stores/right-to-be-forgotten
- https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits
---
# Roblox Server & Shared Data
## When to Load
Load for leaderboards, messaging, MemoryStore coordination, world state, seasons, or guilds. Player persistence: `roblox-data`; Open Cloud: `roblox-cloud`.
## Quick Reference
### OrderedDataStore (Leaderboards)
- - Sortable DataStore. Keys are strings (`tostring(UserId)`); values are integers used for sorting.
- - `GetSortedAsync(ascending, pageSize, minValue, maxValue)` → sorted pages
- - `BatchGetAsync(keys)`: multi-key read, ordered stores only; missing keys are omitted
- - Budget: poll `GetRequestBudgetForRequestType(OrderedWrite)` before bursts (per server: 30 + numPlayers x 5 writes/min)
- - For leaderboards only, never for player saves
- - Keep the user ID a static substring in keys (`player_<UserId>`) so RTBF templates match; hashed keys make erasure manual
+ - Sortable DataStore: string keys (`tostring(UserId)`), integer sort values; `GetSortedAsync` → pages; `BatchGetAsync` multi-key read (missing keys omitted).
+ - Budget bursts via `GetRequestBudgetForRequestType(OrderedWrite)` (per server: 30 + numPlayers×5 writes/min).
+ - Leaderboards only, never player saves. Keep `player_<UserId>` a static key substring so RTBF templates match.
### MessagingService (Cross-Server)
- - `SubscribeAsync` / `PublishAsync`; no delivery or ordering guarantee, so design for idempotency.
- - Request/response: `{reqId}` correlation, ack on the topic, timeout. No ack ≠ not executed — replay the same reqId, don't double-grant.
+ - `SubscribeAsync` / `PublishAsync`; no delivery or ordering guarantee — design for idempotency.
+ - Request/response: `{reqId}` correlation + ack + timeout; no ack ≠ not executed — replay same reqId, don't double-grant.
+ - Budget broadcast receives, not just sends; limits and polling trade-offs: full.md. <!-- temporal: 2026-10 -->
### GlobalDataStore (Shared State)
- Persistent non-player state (guilds, seasons, counters). Use `UpdateAsync`; never for player session data.
### MemoryStoreService (Temporary Coordination)
- Queues and sorted maps for expiring matchmaking, leases, coordination.
- Remove a read batch only after successful, idempotent processing.
- - Sorted-map paging: last item's `{key, sortKey}` = next exclusive bound.
+ - Sorted-map paging: last item's `{key, sortKey}` = next exclusive bound. Quotas are **game-level** (one shared pool): request units 1000+120×CCU/min, memory 64 KB+1.2 KB/user, value ≤32 KB, TTL 45 days; batch calls bill per item. <!-- temporal: 2026-10 -->
### Cross-Server Patterns
- - Register servers with expiring heartbeats; use MessagingService for notifications.
+ - Register servers with expiring heartbeats; notify via MessagingService.
### User Identity
- - New code identifies users with `player.User` (`User.Id`, `DomainType`, `DomainId`); `UserId` stays valid. Domain IDs are per-experience, so keep cross-server keys on `UserId` and never mix the two.
+ - Identify users with `player.User` (`User.Id`, `DomainType`, `DomainId`); `UserId` stays valid. Domain IDs are per-experience: key cross-server data on `UserId`.
### Pitfalls
- - MessagingService: fire-and-forget, unordered, cross-server latency; not for time-critical work
+ - MessagingService: fire-and-forget, unordered; not for time-critical work
- GlobalDataStore: same rate limits as player DataStores
- - Never store Instances; serialize to primitives first; `SetAsync` overwrites — use `UpdateAsync` for shared counters
-
+ - Never store Instances; `SetAsync` overwrites — use `UpdateAsync` for shared counters
> Store selection and workflows: [references/full.md](references/full.md)