roblox-networking

roblox-networking is a skill for Claude Code, Codex from TabooHarmony/roblox-brain. It costs 29 tokens per session (655 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 CodeCodex

Written for no agent in particular: nothing here depends on one.

not rated 42repo changed 4d ago A scan Socket: passSnyk: passSkillSpector: pass 29 tokens original MIT

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, Codex.

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 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 655 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 6 Sept 2026
  • Snyk pass 6 Sept 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 $0.00029 $0.00655
Opus 5 $0.00015 $0.00328
Sonnet 5 $0.00006 $0.00131
Haiku 4.5 $0.00003 $0.00065

Measured 4d ago against content hash 02753e2338be, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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 4d 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/roblox-networking/SKILL.md · 39 lines

How it starts

The opening of the file, as written. The whole thing — 39 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 client input, implementing cooldowns, or deciding which side owns a gameplay result.

Quick Reference

  • Treat every client argument as attacker-controlled input.
  • Validate type, size, ownership, state, distance, and cooldown on the server.
  • Look up prices, damage, rewards, and permissions from server-owned definitions.
  • Choose the authority model before designing movement or continuous simulation. Server Authority uses client input prediction and server rollback; it is not the same thing as handing a part to a client with SetNetworkOwner.
  • For simulation-affecting input in Server Authority, use InputAction/InputContext and RunService:BindToSimulation() (requires Workspace.UseFixedSimulation enabled in Studio) rather than feeding continuous input through a RemoteEvent.
  • Use events for most gameplay requests. Keep RemoteFunction calls short and bounded.
  • Use RemoteEvent for reliable state changes within its event channel. Do not assume a RemoteEvent is ordered with property or attribute replication; use one explicit state channel or version the state when ordering matters. Use UnreliableRemoteEvent only for replaceable or ephemeral data such as VFX and continuous snapshots.
  • Unreliable does not mean automatically faster: delivery is unordered, packets may be dropped, and payloads should stay at or below the documented 1000-byte limit.
  • Measure payload size and fire rate under load. Do not treat a community packet-size estimator as an official wire-format specification.
  • Validate numeric inputs for NaN and infinity (x ~= x, math.abs(x) == math.huge) before range checks: NaN defeats </>. Apply the same class of check to strings: utf8.len(s) returns nil for malformed UTF-8 that would fail a DataStore save.
  • Rate limits protect the server, but validation must still reject invalid requests.
  • Record suspicious behavior and use thresholds. Do not punish a player for one malformed packet.

Read the full file on GitHub · 39 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. 4d ago Changed 02753e2338be
  2. 10d 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 (42 stars, last pushed 4d ago), licensed MIT. It adds 29 tokens to every session and 655 once invoked, about $0.0001 per session on Opus 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.