| name | roblox-server-data |
| description | Use for Roblox server or cross-server data: OrderedDataStore leaderboards, MessagingService, world state, seasons, or guilds. |
| last_reviewed | "2026-07-13T00:00:00.000Z" |
| sources | ["https://create.roblox.com/docs/reference/engine/classes/MemoryStoreService","https://create.roblox.com/docs/reference/engine/classes/MemoryStoreQueue","https://devforum.roblox.com/t/partyservice-plus-party-matchmaking-framework/4668883"] |
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.
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.
Persistent World State Patterns
- Building games: serialize player-built structures to DataStore and reload on join
- Seasons/leaderboards: OrderedDataStore for rankings, GlobalDataStore for metadata
- Guilds: GlobalDataStore by guild ID, MessagingService for live updates
- Economy counters: GlobalDataStore +
UpdateAsync for atomic increments
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.