roblox-networking

roblox-networking is a skill for Claude Code from TabooHarmony/roblox-brain. It costs 31 tokens per session (703 once invoked), scanned A, original, MIT.

A Roblox networking guide for communication between the game client and server. It explains how to treat client messages as untrusted and how to keep important game decisions server-controlled.

In plain words
What is it for?
It helps validate RemoteEvent and RemoteFunction arguments, add cooldowns, choose server authority, and design secure gameplay requests.
Why use it?
It reduces cheating and networking bugs caused by trusting player-controlled input or using the wrong communication method.

Skill for Claude Code

Written for Claude Code: when-to-use in frontmatter.

Good fit It helps validate RemoteEvent and RemoteFunction arguments, add cooldowns, choose server authority, and design secure gameplay requests.

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Install with agentmods
npx agentmods add skills/tabooharmony/roblox-brain/roblox-networking
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add TabooHarmony/roblox-brain --skill roblox-networking
Clone the repo
git clone --depth 1 https://github.com/TabooHarmony/roblox-brain

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for roblox-networking

README.md
[![agentmods](https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-networking/github.svg)](https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-networking)
Your own site
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-networking"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-networking/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for roblox-networking

Your own site · 80×15
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-networking"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 703 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 15 Oct 2026
  • Snyk pass 15 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00031 $0.00703
Opus 5.5 $0.00012 $0.00281
Sonnet 5.5 $0.00006 $0.00141
Haiku 4.5 $0.00003 $0.00070

Measured 10d ago against content hash b8b348926b13, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

roblox-networking scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/core/roblox-networking/SKILL.md · 43 lines

How it starts

The opening of the file, as written. The whole thing — 43 lines — stays where its author put it; the contents beside it link to each section on GitHub.

roblox networking

When to Load

Load when adding a remote, handling untrusted input, adding cooldowns, or assigning authority.

Quick Reference

  • Every client argument is attacker-controlled; validate type, size, ownership, state, distance, cooldown on the server.
  • Look up prices, damage, rewards, permissions from server-owned definitions.
  • Choose the authority model first: Server Authority uses client prediction + server rollback, and is not SetNetworkOwner.
  • Under Server Authority, simulation input uses InputAction/BindToSimulation() + UseFixedSimulation, not a remote.
  • Events for most gameplay requests; keep RemoteFunction calls short and bounded.
  • RemoteEvent for reliable state; not ordered vs property/attribute replication — one explicit channel or version state. UnreliableRemoteEvent only for replaceable data; droppable, 1000-byte cap.
  • Engine ceiling: each remote type has ~500 FireServer req/s/client, pooled across same-type remotes — a ceiling, not a target.
  • Measure payload and fire rate under load; budget rate × bytes × recipients; snapshot on join, diffs after.
  • Hit timestamps are untrusted context, never proof. Bound freshness and validate server history; see full.md §3a.
  • Typed schemas do not replace security checks. Pin generators and verify generated output in CI.
  • Check NaN/infinity first (x ~= x, math.abs(x) == math.huge): NaN defeats </>. utf8.len catches malformed UTF-8 that fails a DataStore save.
  • Serialization: functions arrive nil, metatables stripped, mixed keys mangled, nil truncates tables, tables are copies — validate field by field, share state via server-owned snapshots/ids.
  • Server Authority needs AuthorityMode = Server + its bundle; misprediction/rollback are normal (full.md).
  • Rate limits protect the server; validation still rejects invalid requests. Bindables are same-side only: tables copied, metatables stripped, Invoke yields until OnInvoke returns.
  • Record suspicion with thresholds; never punish one malformed packet.
  • Edit-mode play: wrap the network layer so RunContext:IsEdit() gets a loopback mock (full.md).

Read the full file on GitHub · 43 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago Changed · +1 lines · +2 tokens per session b8b348926b13
  2. 11d ago Changed · -1 lines 1f6f29e33900
  3. 23d ago Changed · +4 lines 423d2c304d12
  4. 1mo ago Changed f98ddfcae92a
  5. 1mo ago Changed 02753e2338be
  6. 1mo ago First seen · 39 lines · 29 tokens per session scan A 3928eced3761

Subscribe to this mod's changes

roblox-networking is a skill published in the GitHub repository TabooHarmony/roblox-brain (127 stars, last pushed 11d ago), licensed MIT. It adds 31 tokens to every session and 703 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.