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roblox-data罗布乐思数据

Agent Skill

用于辅助数据整理、表格处理、CSV/Excel 分析、指标计算和图表准备。它适合让 Agent 清洗字段、汇总数据、发现异常、生成统计口径或把分析结果转成可读说明。使用时需要确认数据来源、字段含义和时间范围,避免把样本数据当全量事实;涉及敏感数据、导出文件或批量写回时,应先确认权限和脱敏边界。

总安装

499

周安装

20

GitHub Stars

4

下载量

162
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:roblox-data(罗布乐思数据)
来源仓库:https://github.com/stackfox-labs/luau-skills
仓库路径:skills/roblox-data
安装命令:
npx skills add https://github.com/stackfox-labs/luau-skills --skill roblox-data
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/stackfox-labs/luau-skills --skill roblox-data

简介

roblox-data 用于辅助数据整理、表格分析和指标计算。

  • 适合清洗字段、汇总数据或生成统计口径说明。
  • 支持在 Codex、Claude、Cursor、Gemini CLI 中使用。
  • 涉及敏感数据时应先确认脱敏方式和操作边界。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

roblox-data

When to Use

Use this skill when the task is mainly about Roblox data durability, shared cross-server state, or quota-aware coordination:

  • Designing persistent player saves, global config-like records, or other DataStoreService usage.
  • Choosing between standard data stores and ordered data stores.
  • Structuring save payloads, schema versions, migrations, and metadata.
  • Deciding when to use SetAsync(), UpdateAsync(), IncrementAsync(), or version APIs.
  • Designing ephemeral cross-server systems with MemoryStoreService.
  • Choosing between memory store queues, sorted maps, and hash maps.
  • Coordinating multiple servers with MessagingService.
  • Handling throttling, request budgets, retries, backoff, contention, and observability.
  • Reasoning about stale reads, cache behavior, idempotency, and multi-server correctness.

Do not use this skill when the task is mainly about:

  • Remote-event security, client-to-server validation, or general gameplay networking.
  • OAuth flows, API key setup, or general Open Cloud authentication.
  • Broad engine API lookup outside data services.

Decision Rules

  • Use standard data stores for durable cross-session data that can be represented as numbers, strings, booleans, tables, or buffers.
  • Use ordered data stores only when the stored value is numeric and the main requirement is persistent ranking or sorted retrieval.
  • Prefer storing one related object per durable key instead of scattering related fields across many durable keys.
  • Prefer UpdateAsync() when multiple servers might write the same key or when the new value depends on the current value.
  • Use memory stores for shared data that is frequent, temporary, or coordination-oriented and can expire.
  • Use a memory store hash map for keyed lookups and high fan-out across many keys.
  • Use a memory store sorted map when ordering matters or when you need range reads by sort key.
  • Use a memory store queue for ordered work processing, matchmaking queues, or claim-and-remove workflows.
  • Use MessagingService for short-lived broadcast signals, fan-out notifications, or wake-up coordination, not as the durable system of record.
  • If the task is mostly about remotes, replication to clients, or trust boundaries, hand off to roblox-networking.
  • If the task is mostly about general runtime structure or script placement, hand off to roblox-core.
  • If the task is mostly about member lookup, signatures, or class discovery, hand off to roblox-api.
  • If a request mixes in out-of-scope material, answer only the data-service portion and exclude the rest.

Instructions

  1. Classify the state before choosing a service:

- Durable across sessions. - Temporary but cross-server. - Broadcast-only coordination. - Numeric ranking versus arbitrary structured data.

  1. Choose the narrowest primitive that fits:

- Standard data store for durable objects. - Ordered data store for durable numeric rankings. - Hash map for keyed ephemeral state. - Sorted map for ordered ephemeral state. - Queue for claim-and-process work items. - Messaging for notifications that can be regenerated from other state.

  1. For persistent saves, define a stable schema:

- Keep one self-contained object per key when possible. - Include a schema version field inside the value. - Reserve migrations for load time or first write after load. - Keep keys, scopes, and store names short and predictable.

  1. Design writes for concurrency:

- Prefer UpdateAsync() for contested keys. - Make callbacks deterministic and non-yielding. - Return nil to abort invalid updates. - Preserve existing metadata and user IDs when you do not intend to clear them.

  1. Design reads with cache behavior in mind:

- Treat GetAsync() as locally cached for a short window. - Use uncached reads only when freshness matters enough to justify extra budget use. - Avoid reading immediately after writing from a different server unless the design accounts for staleness.

  1. Treat quotas as part of the design:

- Check request budgets before bursty durable writes. - Batch related durable data into one object where it improves atomicity and budget use. - Keep memory-store TTLs as short as the use case allows. - Remove queue and sorted-map items promptly after processing.

  1. Design for retries and failure:

- Wrap network calls in pcall(). - Retry transient failures with exponential backoff. - Add jitter or spreading when many servers may retry together. - Make retryable operations idempotent whenever possible.

  1. Use observability to close the loop:

- Watch request counts, throttles, and quota usage for data stores. - Watch memory usage, request-unit usage, and throttle statuses for memory stores. - Use dashboards to confirm whether the bottleneck is global quota, per-key contention, or hot partitions.

  1. Use messaging as a coordination layer, not storage:

- Publish compact events. - Re-read or update authoritative state in data or memory stores as needed. - Assume messages can be delayed or duplicated and make handlers safe.

  1. Keep guidance inside scope:
  • Focus on persistence, ephemeral shared state, quotas, and concurrency.
  • Do not drift into remote security, gameplay networking, or auth flows.

Using References

  • Open references/data-stores-guides.md for standard versus ordered data stores, core CRUD patterns, metadata, serialization, and save-shape decisions.
  • Open references/data-store-best-practices.md for durable schema layout, key organization, storage hygiene, and cleanup strategy.
  • Open references/versioning-listing-caching-limits-and-observability.md for version history, prefix listing, cache behavior, limits, request budgets, throttling, and dashboards.
  • Open references/memory-stores-guides.md for choosing between queues, sorted maps, and hash maps and for the core API patterns of each.
  • Open references/memory-store-best-practices-limits-and-observability.md for TTL strategy, sharding, partition pressure, request-unit budgeting, contention handling, and dashboards.
  • Open references/cross-server-messaging.md for topic design, publish-subscribe flow, and coordination patterns that pair messaging with durable or ephemeral state.
  • Open references/data-stores-vs-memory-stores-comparison.md when the first decision is which service class should own the data.

Checklist

  • The state is classified as durable, ephemeral cross-server, or broadcast-only.
  • The chosen service matches the durability and ordering requirements.
  • Persistent keys use a stable schema with an explicit version field.
  • Durable writes use UpdateAsync() when contention is possible.
  • Ordered data stores are only used for numeric ranking data.
  • Cache behavior and stale-read risk are accounted for.
  • Request budgets, quotas, and throttling behavior are part of the design.
  • Memory-store TTLs are intentionally short and cleanup paths are explicit.
  • Queue items are removed after processing and sorted-map or hash-map items are pruned when stale.
  • Messaging is used for coordination, not as the system of record.
  • Retry logic uses pcall() plus backoff rather than tight loops.
  • No remote security, OAuth, or general API-lookup material is included.

Common Mistakes

  • Using SetAsync() on hot keys that multiple servers can write concurrently.
  • Splitting one durable player profile across many unrelated keys without a strong reason.
  • Using ordered data stores for structured blobs or metadata-heavy records.
  • Forgetting that GetAsync() can return a cached value for a few seconds.
  • Treating memory stores as durable storage.
  • Using a queue when random keyed access or scans would fit a hash map better.
  • Putting all hash-map traffic on one hot key and then hitting partition throttles.
  • Keeping long TTLs on temporary memory-store items and filling quota with stale data.
  • Using MessagingService as the only source of truth for recoverable state.
  • Retrying immediately on throttles or conflicts and causing coordinated retry storms.

Examples

Choose the right service

  • Player profile save: standard data store with one object per player key.
  • All-time coins leaderboard: ordered data store keyed by player identifier with numeric values.
  • Matchmaking pool: memory store queue.
  • Cross-server auction board with ranking: memory store sorted map.
  • Shared ephemeral room registry keyed by server id: memory store hash map.
  • Force a cache refresh workflow across servers: message plus data-store or memory-store re-read.

Use UpdateAsync() for contested durable saves

local DataStoreService = game:GetService("DataStoreService")
local profileStore = DataStoreService:GetDataStore("PlayerProfiles")

local function saveCoins(userId, delta)
    return profileStore:UpdateAsync(("player/%d"):format(userId), function(current, keyInfo)
        current = current or {schemaVersion = 1, coins = 0}
        current.coins += delta
        return current, keyInfo:GetUserIds(), keyInfo:GetMetadata()
    end)
end

Use messaging to wake workers, not to hold state

-- Publish: "queue has work"
-- Receiver: read the queue or map, then process authoritative state there.

适合场景

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用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

33.83%
按下载量换算55

Claude

28.44%
按下载量换算46

Cursor

18.97%
按下载量换算31

Gemini CLI

10.01%
按下载量换算16

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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