Roblox Server & Shared Data
When to Load
Load for server-level or cross-server data: leaderboards (OrderedDataStore), cross-server messaging (MessagingService), temporary queues and sorted maps (MemoryStoreService), shared world state, persistent non-player data, season/guild data. For player data (DataStore, ProfileStore, session locking), use roblox-data; for Open Cloud and external APIs, use roblox-cloud.
Quick Reference
OrderedDataStore (Leaderboards)
- Sortable DataStore. Keys are strings; use a stable key such as
tostring(UserId).
- Values are integers used for sorting; choose the sign and ordering intentionally.
GetSortedAsync(ascending, pageSize, minValue, maxValue) → sorted pages
- For leaderboards only, not player data
local D = game:GetService("DataStoreService")
local store = D:GetOrderedDataStore("LeaderboardCoins")
store:SetAsync(tostring(player.UserId), playerCoins)
local top10 = store:GetSortedAsync(false, 10):GetCurrentPage()
MessagingService (Cross-Server)
- Real-time server communication:
SubscribeAsync / PublishAsync
- No delivery or ordering guarantee; design for idempotency.
GlobalDataStore (Shared State)
- Persistent non-player state such as guilds, seasons, and counters.
- Use
UpdateAsync; never use it for player session data.
MemoryStoreService (Temporary Coordination)
- Queues and sorted maps for expiring matchmaking, leases, and coordination.
- Remove a read batch only after successful, idempotent processing.
- Use MessagingService or TeleportData for notification and handoff.
Cross-Server Patterns
- Register servers with expiring heartbeats; use MessagingService for notifications.
Pitfalls
- MessagingService is fire-and-forget: no delivery guarantee, no ordering
- GlobalDataStore has same rate limits as player DataStores; don't spam
- OrderedDataStore keys are strings; values are integers used for sorting
- Never store Instances; serialize to primitives first
- UpdateAsync for any shared counter to prevent lost updates
Need more detail? Load references/full.md for the complete reference with code examples, API tables, and edge cases.
1---2name: roblox-server-data3description: Use for Roblox server or cross-server data: OrderedDataStore leaderboards, MessagingService, world state, seasons, or guilds.4---56# Roblox Server & Shared Data78## When to Load910Load for server-level or cross-server data: leaderboards (OrderedDataStore), cross-server messaging (MessagingService), temporary queues and sorted maps (MemoryStoreService), shared world state, persistent non-player data, season/guild data. For player data (DataStore, ProfileStore, session locking), use `roblox-data`; for Open Cloud and external APIs, use `roblox-cloud`.1112## Quick Reference1314### OrderedDataStore (Leaderboards)15- Sortable DataStore. Keys are strings; use a stable key such as `tostring(UserId)`.16- Values are integers used for sorting; choose the sign and ordering intentionally.17- `GetSortedAsync(ascending, pageSize, minValue, maxValue)` → sorted pages18- For leaderboards only, not player data1920```luau21local D = game:GetService("DataStoreService")22local store = D:GetOrderedDataStore("LeaderboardCoins")23store:SetAsync(tostring(player.UserId), playerCoins)24local top10 = store:GetSortedAsync(false, 10):GetCurrentPage()25```2627### MessagingService (Cross-Server)28- Real-time server communication: `SubscribeAsync` / `PublishAsync`29- No delivery or ordering guarantee; design for idempotency.3031### GlobalDataStore (Shared State)32- Persistent non-player state such as guilds, seasons, and counters.33- Use `UpdateAsync`; never use it for player session data.3435### MemoryStoreService (Temporary Coordination)36- Queues and sorted maps for expiring matchmaking, leases, and coordination.37- Remove a read batch only after successful, idempotent processing.38- Use MessagingService or TeleportData for notification and handoff.3940### Cross-Server Patterns41- Register servers with expiring heartbeats; use MessagingService for notifications.4243### Pitfalls44- MessagingService is fire-and-forget: no delivery guarantee, no ordering45- GlobalDataStore has same rate limits as player DataStores; don't spam46- OrderedDataStore keys are strings; values are integers used for sorting47- Never store Instances; serialize to primitives first48- UpdateAsync for any shared counter to prevent lost updates4950**Need more detail?** Load `references/full.md` for the complete reference with code examples, API tables, and edge cases.