This one covers the complete pattern for client-server communication in Roblox, from where to put your RemoteEvents in ReplicatedStorage to validating every argument on the server. The security section is the real value: it walks through rate limiting, type checks, damage clamping, and common exploit patterns like argument injection and remote spam. It also clarifies when to use RemoteEvent versus RemoteFunction and why you should never use server-to-client RemoteFunctions, since a frozen client callback will stall your entire server thread. If you're building any multiplayer Roblox game where the client needs to talk to the server, this gives you the patterns and the paranoia you need.
npx -y skills add sentinelcore/roblox-skills --skill roblox-remote-events --agent claude-codeInstalls into .claude/skills of the current project.
| Type | Direction | Returns value? | Use when |
|---|---|---|---|
RemoteEvent | Any direction | No (fire-and-forget) | Notifying server of player action, broadcasting state |
RemoteFunction | Client→Server | Yes (yields caller) | Client needs a result back (e.g. fetch inventory) |
UnreliableRemoteEvent | Any direction | No | High-frequency updates where dropped packets are fine |
Default to RemoteEvent. Avoid server→client RemoteFunction — an exploiter's frozen callback stalls your server thread indefinitely.
Always store Remotes in ReplicatedStorage. Create them from a server Script that runs before any LocalScript.
ReplicatedStorage/
Remotes/
DealDamage (RemoteEvent)
GetInventory (RemoteFunction)
SyncPosition (UnreliableRemoteEvent)
-- Script in ServerScriptService
local folder = Instance.new("Folder")
folder.Name = "Remotes"
folder.Parent = game:GetService("ReplicatedStorage")
local function make(class, name)
local r = Instance.new(class)
r.Name = name
r.Parent = folder
return r
end
make("RemoteEvent", "DealDamage")
make("RemoteFunction", "GetInventory")
make("UnreliableRemoteEvent", "SyncPosition")
-- LocalScript
local DealDamage = game:GetService("ReplicatedStorage").Remotes:WaitForChild("DealDamage")
DealDamage:FireServer({ targetId = 12345, amount = 50 })
-- First arg on server is always the firing Player (injected automatically, cannot be spoofed)
-- Script (server) — VALIDATE everything in the payload
DealDamage.OnServerEvent:Connect(function(player, data)
-- player identity is trustworthy; data contents are not
end)
local Notify = game:GetService("ReplicatedStorage").Remotes:WaitForChild("Notify")
Notify:FireClient(player, { message = "Welcome!" })
-- LocalScript
Notify.OnClientEvent:Connect(function(data)
print(data.message)
end)
AnnounceEvent:FireAllClients({ text = "Game starting in 10 seconds!" })
-- Script (server)
GetInventory.OnServerInvoke = function(player)
return getPlayerInventory(player.UserId)
end
-- LocalScript
local inventory = GetInventory:InvokeServer() -- yields until server returns
-- LocalScript
RunService.Heartbeat:Connect(function()
SyncPosition:FireServer(character.HumanoidRootPart.CFrame)
end)
-- Script (server) — still validate
SyncPosition.OnServerEvent:Connect(function(player, cframe)
if typeof(cframe) ~= "CFrame" then return end
-- apply with sanity bounds check
end)
The client is hostile. Treat every argument as untrusted input.
local MAX_DAMAGE = 100
local COOLDOWNS = {}
local COOLDOWN_SECONDS = 0.5
DealDamage.OnServerEvent:Connect(function(player, data)
-- 1. Rate limit
local now = tick()
if COOLDOWNS[player.UserId] and now - COOLDOWNS[player.UserId] < COOLDOWN_SECONDS then
return
end
COOLDOWNS[player.UserId] = now
-- 2. Type checks
if type(data) ~= "table" then return end
if type(data.targetId) ~= "number" then return end
if type(data.amount) ~= "number" then return end
-- 3. Range clamp
local amount = math.clamp(data.amount, 0, MAX_DAMAGE)
-- 4. Server-side weapon lookup — never trust client-provided Instance
local weapon = getEquippedWeapon(player)
if not weapon then return end
-- 5. Server-side target lookup
local target = getPlayerByUserId(data.targetId)
if not target then return end
applyDamage(target, amount, player)
end)
| Exploit | What the attacker does | Defense |
|---|---|---|
| Argument injection | Sends unexpected types to crash handler | Type-check all arguments |
| Damage amplification | Sends amount = math.huge | Clamp to sane maximum |
| Remote spam | Fires thousands of times per second | Per-player cooldown |
| Spoofed target | Sends another player's UserId | Server resolves from its own state |
| Infinite yield | Never returns from OnClientEvent callback | Avoid server→client RemoteFunction |
| Duplicate action | Replays a valid fire to buy twice | Check state / consume token before acting |
FireServer(args) LocalScript → server
FireClient(player, args) server → one client
FireAllClients(args) server → every client
InvokeServer(args) LocalScript → server, waits for return
OnServerEvent server-side listener for FireServer
OnClientEvent client-side listener for FireClient/FireAllClients
OnServerInvoke server-side function assigned for InvokeServer
| Mistake | Fix |
|---|---|
OnServerEvent in a LocalScript | Use OnClientEvent on client; OnServerEvent is server-only |
| Remotes in ServerStorage | Move to ReplicatedStorage |
| Trusting payload beyond player identity | Validate every field in the payload |
| Server→client RemoteFunction | Use RemoteEvent; frozen client stalls server thread |
No WaitForChild in LocalScript | Remotes may not exist yet; always use WaitForChild |
Multiple OnServerInvoke assignments | Only the last assignment wins; keep it in one place |
| Firing inside tight loop without throttle | Use UnreliableRemoteEvent or accumulate delta time |
juliusbrussee/caveman
mattpocock/skills
shadcn/improve
obra/superpowers
forrestchang/andrej-karpathy-skills
vercel-labs/skills