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安全合规
中文
Roblox
Avoid common Roblox mistakes — server/client security, DataStore pitfalls, memory leaks, and replication gotchas.
避免 Roblox 常见错误:服务器/客户端安全、DataStore 陷阱、内存泄漏及复制问题。
ivangdavila
安全合规
clawhub
v1.0.0 1 版本 100000 Key: 无需
#latest
概述
Server vs Client
- Server scripts in ServerScriptService — never trust client data
- LocalScripts in StarterPlayerScripts or StarterGui — client-only
- RemoteEvent for fire-and-forget — RemoteFunction when server needs to return value
- ALWAYS validate on server — client can send anything, exploiters will
Security
- Never trust client input — validate everything server-side
- Server-side sanity checks — is player allowed? Is value reasonable?
- FilteringEnabled is always on — but doesn't protect your RemoteEvents
- Don't expose admin commands via RemoteEvents — check permissions server-side
DataStore
:GetAsync() and :SetAsync() can fail — wrap in pcall, retry with backoff- Rate limits: 60 + numPlayers × 10 requests/minute — queue writes, batch when possible
:UpdateAsync() for read-modify-write — prevents race conditions- Session locking — prevent data loss on rejoin, use
:UpdateAsync() with check - Test with Studio API access enabled — Settings → Security → API Services
Memory Leaks
- Connections not disconnected — store and
:Disconnect() when done :Destroy() instances when removed — sets Parent to nil and disconnects events- Player leaving without cleanup —
Players.PlayerRemoving to clean up - Tables holding references — nil out references you don't need
Character Handling
- Character may not exist at PlayerAdded — use
player.CharacterAdded:Wait() or event - Character respawns = new character — reconnect events on CharacterAdded
Humanoid.Died fires on death — for death handling logicLoadCharacter() to force respawn — but prefer natural respawn usually
Replication
- ServerStorage: server-only — clients can't see
- ReplicatedStorage: both see — shared modules and assets
- ReplicatedFirst: loads first on client — loading screens
- Workspace replicates to clients — but server is authority
Services Pattern
game:GetService("ServiceName") — don't index directly, fails in different contexts- Cache service references —
local Players = game:GetService("Players") - Common: Players, ReplicatedStorage, ServerStorage, RunService, DataStoreService
RunService
Heartbeat after physics — most gameplay logicRenderStepped client only, before render — camera, visual updatesStepped before physics — physics manipulation- Avoid heavy computation every frame — spread over multiple frames
Common Mistakes
wait() deprecated — use task.wait() for reliable timingspawn() deprecated — use task.spawn() or task.defer()- Module require returns cached — same table across requires, changes shared
:Clone() doesn't fire events — manually fire if needed- Part collisions with CanCollide false — still fire Touched, use CanTouch
版本历史
共 1 个版本
-
v1.0.0
当前
2026-03-29 02:01 安全 安全
安全检测
腾讯云安全 (Sanbu)
安全,无风险
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