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roblox-remote-eventsroblox 远程事件

Agent Skill

roblox-remote-events 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,647

周安装

66

GitHub Stars

2

下载量

533
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:roblox-remote-events(roblox 远程事件)
来源仓库:https://github.com/sentinelcore/roblox-skills
仓库路径:skills/roblox-remote-events
安装命令:
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-remote-events
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-remote-events

简介

roblox-remote-events 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前分类为待分类,暂无更多功能说明。

SKILL.md

Roblox Remote Events & Functions

RemoteEvent vs RemoteFunction

TypeDirectionReturns value?Use when
RemoteEventAny directionNo (fire-and-forget)Notifying server of player action, broadcasting state
RemoteFunctionClient→ServerYes (yields caller)Client needs a result back (e.g. fetch inventory)
UnreliableRemoteEventAny directionNoHigh-frequency updates where dropped packets are fine

Default to RemoteEvent. Avoid server→client RemoteFunction — an exploiter's frozen callback stalls your server thread indefinitely.


Where to Put Remotes

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")

Firing Patterns

Client → Server (FireServer)

-- 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)

Server → One Client

local Notify = game:GetService("ReplicatedStorage").Remotes:WaitForChild("Notify")
Notify:FireClient(player, { message = "Welcome!" })
-- LocalScript
Notify.OnClientEvent:Connect(function(data)
    print(data.message)
end)

Server → All Clients

AnnounceEvent:FireAllClients({ text = "Game starting in 10 seconds!" })

RemoteFunction (Client Calls, Server Returns)

-- Script (server)
GetInventory.OnServerInvoke = function(player)
    return getPlayerInventory(player.UserId)
end
-- LocalScript
local inventory = GetInventory:InvokeServer()  -- yields until server returns

UnreliableRemoteEvent (High-Frequency Sync)

-- 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)

CRITICAL: Server-Side Security

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 Patterns & Defenses

ExploitWhat the attacker doesDefense
Argument injectionSends unexpected types to crash handlerType-check all arguments
Damage amplificationSends amount = math.hugeClamp to sane maximum
Remote spamFires thousands of times per secondPer-player cooldown
Spoofed targetSends another player's UserIdServer resolves from its own state
Infinite yieldNever returns from OnClientEvent callbackAvoid server→client RemoteFunction
Duplicate actionReplays a valid fire to buy twiceCheck state / consume token before acting

Quick Reference

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

Common Mistakes

MistakeFix
OnServerEvent in a LocalScriptUse OnClientEvent on client; OnServerEvent is server-only
Remotes in ServerStorageMove to ReplicatedStorage
Trusting payload beyond player identityValidate every field in the payload
Server→client RemoteFunctionUse RemoteEvent; frozen client stalls server thread
No WaitForChild in LocalScriptRemotes may not exist yet; always use WaitForChild
Multiple OnServerInvoke assignmentsOnly the last assignment wins; keep it in one place
Firing inside tight loop without throttleUse UnreliableRemoteEvent or accumulate delta time

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.96%
按下载量换算192

Claude

28.09%
按下载量换算150

Cursor

19.79%
按下载量换算105

Gemini CLI

9.2%
按下载量换算49

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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