blushneybusiness-glitch/roblox-omniskills/rbx-architecture
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
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The map of where code lives and who owns truth — container law, the client/server split, and the seven foundational patterns that keep a game navigable at 50+ scripts. Use when the user asks "where should this script go", "client or server?", "how do I structure my game", or when a place has gone spaghetti — Scripts loose in Workspace, logic duplicated on both sides, nothing findable. Do not use for picking a framework — load rbx-frameworks — or for syncing individual values — load rbx-state-replication instead.
Install
npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-architectureSKILL.md
rbx-architecture
When to load
Every new game skeleton, every "where does this go" question, every feature that crosses the client/server line, and every rbx-comprehend pass over an unfamiliar place. rbx-frameworks sits on top of this foundation; this file is true no matter which framework wins.
Container law
| Container | Holds | Rule | |
|---|---|---|---|
| ServerScriptService | Server Scripts + server modules | Game logic defaults here; clients cannot see inside | |
| ServerStorage | Server-only assets and modules | Maps, NPC templates, data schemas — never downloaded by clients | |
| ReplicatedStorage | Remotes folder, shared modules/assets | Exploiters read everything here — constants, types, utils only | |
| ReplicatedFirst | Loading screen | Keep minimal; its contents delay everything behind them | |
| StarterGui | UI templates | Cloned into PlayerGui per spawn; set ResetOnSpawn = false on persistent screens | |
| StarterPlayerScripts | Client controllers | Cloned once at join, survives respawn | |
| StarterCharacterScripts | Per-life behavior | Cloned each spawn, destroyed at death — reset-on-death logic belongs here | |
| Workspace | The 3D world | No loose Scripts; server code stays out (see Sharp edges) |
RunContext bends container rules: a Script with RunContext = Client runs on every client from anywhere (workspace-local spinners, ambient FX); RunContext = Server runs server-side from any container; the default Legacy lets the container decide. LocalScript has no RunContext — client containers only, always.
The client/server split
- The server owns every gameplay-relevant value: currency, health, inventory, cooldowns,
odds. Clients render, predict, and request.
- A client may ask ("use ability 2 on target X"); the server computes the result. A damage
or price number arriving over a remote is already an exploit — payload rules in rbx-net-remotes.
- Client-made world changes stay local unless the server handed that instance's physics to
the client via network ownership. "Only I can see it" is the replication model working.
- PlayerGui, Backpack, and PlayerScripts are per-player clones — editing the StarterGui
template at runtime does nothing for players already spawned.
The seven foundational patterns
- Thin bootstrapper. One
MainScript server-side, one client-side; each requires and
boots modules and stays under ~20 lines. All logic lives in ModuleScripts.
- Two-phase startup. Every module gets
init()(wire references, no cross-module calls
yet) then start() (begin behavior). Startup-order bugs die here.
- Centralized remotes. One server script builds every RemoteEvent/RemoteFunction into
ReplicatedStorage/Remotes before any client can fire — never scattered Instance.new across feature scripts.
- One shared Constants + Types pair. Both sides compile against the same numbers and
shapes from ReplicatedStorage; no magic values duplicated per script.
- Server owns state; clients mirror it. Mechanics of the mirror:
rbx-state-replication. - Configure, then parent. Set every property first,
.Parentlast.
Instance.new("Part", workspace) replicates a half-built part and yields mid-construction.
- Events over polling.
.Died,GetPropertyChangedSignal, CollectionService tags —
never a while true do task.wait(0.1) scan doing an event's job.
Sharp edges
- CRITICAL — Server rule logic in ReplicatedStorage: exploiters decompile it and reverse
your validation and drop odds. Fix: anything with rules, odds, or secrets moves to ServerScriptService/ServerStorage; ReplicatedStorage keeps only what both sides genuinely share.
- CRITICAL — Server applies client-sent numbers (damage, price, quantity). Fix: the
server recomputes from its own state; treat the client's number as a hint at best.
- HIGH — Scripts buried inside Workspace models: exploiter-visible if not server-run,
invisible to audits either way. Fix: one script in ServerScriptService, CollectionService tag to find its model.
- HIGH —
RemoteFunction:InvokeClient()from the server: a client that errors or leaves
hangs the server thread forever. Fix: one-way RemoteEvent, or client-initiated invoke.
- MEDIUM — God script: 500+ lines doing data, combat, and UI. Fix: split along
rbx-module-design boundaries; the entry Script goes back to being a bootstrapper.
Load with
rbx-frameworks (which pattern scales past this foundation), rbx-module-design (boundaries inside the skeleton), rbx-state-replication (the sync mechanics), rbx-net-remotes (the remote layer), rbx-comprehend before touching any existing game.
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-architecture/SKILL.md
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