roblox-opencode 1.0.0

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Files changed (248) hide show
  1. package/README.md +122 -0
  2. package/commands/setup-game.md +108 -0
  3. package/commands/sync-check.md +53 -0
  4. package/core/roblox-core.md +93 -0
  5. package/dist/server.js +167 -0
  6. package/package.json +35 -0
  7. package/skills/roblox-analytics/SKILL.md +277 -0
  8. package/skills/roblox-analytics/references/event-batcher.luau +75 -0
  9. package/skills/roblox-animation-vfx/SKILL.md +1325 -0
  10. package/skills/roblox-architecture/SKILL.md +863 -0
  11. package/skills/roblox-architecture/references/combat-systems.md +1381 -0
  12. package/skills/roblox-code-review/SKILL.md +687 -0
  13. package/skills/roblox-data/SKILL.md +889 -0
  14. package/skills/roblox-data/references/inventory-systems.md +1729 -0
  15. package/skills/roblox-debug/SKILL.md +99 -0
  16. package/skills/roblox-gui/SKILL.md +1103 -0
  17. package/skills/roblox-gui-fusion/SKILL.md +150 -0
  18. package/skills/roblox-gui-fusion/references/inventory.luau +427 -0
  19. package/skills/roblox-gui-fusion/references/settings-menu.luau +579 -0
  20. package/skills/roblox-gui-fusion/references/shop.luau +411 -0
  21. package/skills/roblox-luau-mastery/SKILL.md +1519 -0
  22. package/skills/roblox-monetization/SKILL.md +1084 -0
  23. package/skills/roblox-monetization/references/process-receipt.luau +131 -0
  24. package/skills/roblox-networking/SKILL.md +669 -0
  25. package/skills/roblox-networking/references/remote-validator.luau +193 -0
  26. package/skills/roblox-publish-checklist/SKILL.md +128 -0
  27. package/skills/roblox-runtime/SKILL.md +753 -0
  28. package/skills/roblox-sharp-edges/SKILL.md +295 -0
  29. package/skills/roblox-sync/SKILL.md +126 -0
  30. package/skills/roblox-testing/SKILL.md +943 -0
  31. package/skills/roblox-tooling/SKILL.md +150 -0
  32. package/vendor/LICENSES/ProfileStore-LICENSE +201 -0
  33. package/vendor/LICENSES/RbxUtil-LICENSE +7 -0
  34. package/vendor/LICENSES/promise-LICENSE +21 -0
  35. package/vendor/LICENSES/t-LICENSE +21 -0
  36. package/vendor/LICENSES/testez-LICENSE +201 -0
  37. package/vendor/README.md +84 -0
  38. package/vendor/fusion/Animation/ExternalTime.luau +84 -0
  39. package/vendor/fusion/Animation/Spring.luau +322 -0
  40. package/vendor/fusion/Animation/Stopwatch.luau +128 -0
  41. package/vendor/fusion/Animation/Tween.luau +187 -0
  42. package/vendor/fusion/Animation/getTweenDuration.luau +27 -0
  43. package/vendor/fusion/Animation/getTweenRatio.luau +47 -0
  44. package/vendor/fusion/Animation/lerpType.luau +164 -0
  45. package/vendor/fusion/Animation/packType.luau +100 -0
  46. package/vendor/fusion/Animation/springCoefficients.luau +80 -0
  47. package/vendor/fusion/Animation/unpackType.luau +103 -0
  48. package/vendor/fusion/Colour/Oklab.luau +70 -0
  49. package/vendor/fusion/Colour/sRGB.luau +55 -0
  50. package/vendor/fusion/External.luau +168 -0
  51. package/vendor/fusion/ExternalDebug.luau +70 -0
  52. package/vendor/fusion/Graph/Observer.luau +114 -0
  53. package/vendor/fusion/Graph/castToGraph.luau +29 -0
  54. package/vendor/fusion/Graph/change.luau +81 -0
  55. package/vendor/fusion/Graph/depend.luau +33 -0
  56. package/vendor/fusion/Graph/evaluate.luau +56 -0
  57. package/vendor/fusion/Instances/Attribute.luau +58 -0
  58. package/vendor/fusion/Instances/AttributeChange.luau +47 -0
  59. package/vendor/fusion/Instances/AttributeOut.luau +63 -0
  60. package/vendor/fusion/Instances/Child.luau +21 -0
  61. package/vendor/fusion/Instances/Children.luau +148 -0
  62. package/vendor/fusion/Instances/Hydrate.luau +33 -0
  63. package/vendor/fusion/Instances/New.luau +53 -0
  64. package/vendor/fusion/Instances/OnChange.luau +50 -0
  65. package/vendor/fusion/Instances/OnEvent.luau +54 -0
  66. package/vendor/fusion/Instances/Out.luau +69 -0
  67. package/vendor/fusion/Instances/applyInstanceProps.luau +149 -0
  68. package/vendor/fusion/Instances/defaultProps.luau +194 -0
  69. package/vendor/fusion/LICENSE +21 -0
  70. package/vendor/fusion/Logging/formatError.luau +49 -0
  71. package/vendor/fusion/Logging/messages.luau +52 -0
  72. package/vendor/fusion/Logging/parseError.luau +25 -0
  73. package/vendor/fusion/Memory/checkLifetime.luau +134 -0
  74. package/vendor/fusion/Memory/deriveScope.luau +24 -0
  75. package/vendor/fusion/Memory/deriveScopeImpl.luau +45 -0
  76. package/vendor/fusion/Memory/doCleanup.luau +79 -0
  77. package/vendor/fusion/Memory/innerScope.luau +34 -0
  78. package/vendor/fusion/Memory/legacyCleanup.luau +18 -0
  79. package/vendor/fusion/Memory/needsDestruction.luau +17 -0
  80. package/vendor/fusion/Memory/poisonScope.luau +34 -0
  81. package/vendor/fusion/Memory/scopePool.luau +55 -0
  82. package/vendor/fusion/Memory/scoped.luau +27 -0
  83. package/vendor/fusion/Memory/whichLivesLonger.luau +75 -0
  84. package/vendor/fusion/RobloxExternal.luau +98 -0
  85. package/vendor/fusion/State/Computed.luau +139 -0
  86. package/vendor/fusion/State/For/Disassembly.luau +211 -0
  87. package/vendor/fusion/State/For/ForTypes.luau +30 -0
  88. package/vendor/fusion/State/For/init.luau +110 -0
  89. package/vendor/fusion/State/ForKeys.luau +94 -0
  90. package/vendor/fusion/State/ForPairs.luau +97 -0
  91. package/vendor/fusion/State/ForValues.luau +94 -0
  92. package/vendor/fusion/State/Value.luau +88 -0
  93. package/vendor/fusion/State/castToState.luau +26 -0
  94. package/vendor/fusion/State/peek.luau +31 -0
  95. package/vendor/fusion/State/updateAll.luau +1 -0
  96. package/vendor/fusion/Types.luau +314 -0
  97. package/vendor/fusion/Utility/Contextual.luau +91 -0
  98. package/vendor/fusion/Utility/Safe.luau +23 -0
  99. package/vendor/fusion/Utility/isSimilar.luau +29 -0
  100. package/vendor/fusion/Utility/merge.luau +35 -0
  101. package/vendor/fusion/Utility/nameOf.luau +35 -0
  102. package/vendor/fusion/Utility/never.luau +14 -0
  103. package/vendor/fusion/Utility/nicknames.luau +11 -0
  104. package/vendor/fusion/Utility/xtypeof.luau +27 -0
  105. package/vendor/fusion/init.luau +82 -0
  106. package/vendor/profilestore/init.luau +2243 -0
  107. package/vendor/promise/init.luau +1982 -0
  108. package/vendor/rbxutil/buffer-util/Buffer.test.luau +25 -0
  109. package/vendor/rbxutil/buffer-util/BufferReader.luau +228 -0
  110. package/vendor/rbxutil/buffer-util/BufferWriter.luau +269 -0
  111. package/vendor/rbxutil/buffer-util/DataTypeBuffer.luau +223 -0
  112. package/vendor/rbxutil/buffer-util/Types.luau +60 -0
  113. package/vendor/rbxutil/buffer-util/index.d.ts +153 -0
  114. package/vendor/rbxutil/buffer-util/init.luau +41 -0
  115. package/vendor/rbxutil/buffer-util/package.json +16 -0
  116. package/vendor/rbxutil/buffer-util/wally.toml +9 -0
  117. package/vendor/rbxutil/comm/Client/ClientComm.luau +232 -0
  118. package/vendor/rbxutil/comm/Client/ClientRemoteProperty.luau +156 -0
  119. package/vendor/rbxutil/comm/Client/ClientRemoteSignal.luau +109 -0
  120. package/vendor/rbxutil/comm/Client/init.luau +135 -0
  121. package/vendor/rbxutil/comm/Server/RemoteProperty.luau +295 -0
  122. package/vendor/rbxutil/comm/Server/RemoteSignal.luau +211 -0
  123. package/vendor/rbxutil/comm/Server/ServerComm.luau +211 -0
  124. package/vendor/rbxutil/comm/Server/init.luau +140 -0
  125. package/vendor/rbxutil/comm/Types.luau +18 -0
  126. package/vendor/rbxutil/comm/Util.luau +27 -0
  127. package/vendor/rbxutil/comm/init.luau +35 -0
  128. package/vendor/rbxutil/comm/wally.toml +13 -0
  129. package/vendor/rbxutil/component/init.luau +759 -0
  130. package/vendor/rbxutil/component/init.test.luau +311 -0
  131. package/vendor/rbxutil/component/wally.toml +14 -0
  132. package/vendor/rbxutil/concur/init.luau +542 -0
  133. package/vendor/rbxutil/concur/init.test.luau +364 -0
  134. package/vendor/rbxutil/concur/wally.toml +8 -0
  135. package/vendor/rbxutil/enum-list/init.luau +101 -0
  136. package/vendor/rbxutil/enum-list/init.test.luau +91 -0
  137. package/vendor/rbxutil/enum-list/wally.toml +8 -0
  138. package/vendor/rbxutil/find/index.d.ts +20 -0
  139. package/vendor/rbxutil/find/init.luau +44 -0
  140. package/vendor/rbxutil/find/package.json +17 -0
  141. package/vendor/rbxutil/find/wally.toml +8 -0
  142. package/vendor/rbxutil/input/Gamepad.luau +559 -0
  143. package/vendor/rbxutil/input/Keyboard.luau +124 -0
  144. package/vendor/rbxutil/input/Mouse.luau +278 -0
  145. package/vendor/rbxutil/input/PreferredInput.luau +91 -0
  146. package/vendor/rbxutil/input/Touch.luau +120 -0
  147. package/vendor/rbxutil/input/init.luau +33 -0
  148. package/vendor/rbxutil/input/wally.toml +12 -0
  149. package/vendor/rbxutil/loader/index.d.ts +15 -0
  150. package/vendor/rbxutil/loader/init.luau +137 -0
  151. package/vendor/rbxutil/loader/wally.toml +8 -0
  152. package/vendor/rbxutil/log/index.d.ts +38 -0
  153. package/vendor/rbxutil/log/init.luau +746 -0
  154. package/vendor/rbxutil/log/wally.toml +8 -0
  155. package/vendor/rbxutil/net/init.luau +190 -0
  156. package/vendor/rbxutil/net/wally.toml +8 -0
  157. package/vendor/rbxutil/option/index.d.ts +44 -0
  158. package/vendor/rbxutil/option/init.luau +489 -0
  159. package/vendor/rbxutil/option/init.test.luau +342 -0
  160. package/vendor/rbxutil/option/wally.toml +8 -0
  161. package/vendor/rbxutil/pid/index.d.ts +53 -0
  162. package/vendor/rbxutil/pid/init.luau +195 -0
  163. package/vendor/rbxutil/pid/package.json +16 -0
  164. package/vendor/rbxutil/pid/wally.toml +9 -0
  165. package/vendor/rbxutil/quaternion/index.d.ts +117 -0
  166. package/vendor/rbxutil/quaternion/init.luau +570 -0
  167. package/vendor/rbxutil/quaternion/package.json +16 -0
  168. package/vendor/rbxutil/quaternion/wally.toml +9 -0
  169. package/vendor/rbxutil/query/index.d.ts +43 -0
  170. package/vendor/rbxutil/query/init.luau +117 -0
  171. package/vendor/rbxutil/query/package.json +18 -0
  172. package/vendor/rbxutil/query/wally.toml +9 -0
  173. package/vendor/rbxutil/sequent/index.d.ts +28 -0
  174. package/vendor/rbxutil/sequent/init.luau +340 -0
  175. package/vendor/rbxutil/sequent/package.json +16 -0
  176. package/vendor/rbxutil/sequent/wally.toml +9 -0
  177. package/vendor/rbxutil/ser/init.luau +175 -0
  178. package/vendor/rbxutil/ser/init.test.luau +50 -0
  179. package/vendor/rbxutil/ser/wally.toml +11 -0
  180. package/vendor/rbxutil/shake/index.d.ts +36 -0
  181. package/vendor/rbxutil/shake/init.luau +532 -0
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  185. package/vendor/rbxutil/signal/index.d.ts +100 -0
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@@ -0,0 +1,277 @@
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+ ---
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+ name: roblox-analytics
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+ description: >
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+ Roblox AnalyticsService: custom events, economy tracking, funnels, rate limits, event taxonomy.
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+ last_reviewed: 2026-05-24
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+ ---
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+
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+ # Roblox Analytics Reference
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+
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+ ## Overview
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+
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+ Load this reference when the task involves:
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+
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+ - Tracking player behavior, feature adoption, or engagement metrics
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+ - Implementing economy event logging (currency sources/sinks)
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+ - Building funnel tracking (onboarding, shop conversion, progression)
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+ - Custom event instrumentation for A/B testing or feature flags
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+ - Understanding rate limits and batching strategies
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+
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+ Roblox provides a first-party analytics system via `AnalyticsService`. No third-party SDK needed. Events feed directly into the Creator Hub analytics dashboard with 24-hour processing delay.
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+
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+ ---
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+
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+ ## Quick Reference
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+
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+ **Load Full Reference below only when you need specific API signatures or implementation patterns.**
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+
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+ Key rules:
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+ - Use `AnalyticsService` (built-in). No third-party analytics SDK needed.
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+ - Three event types: Custom (counters/values), Economy (currency flow), Funnel (step progression)
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+ - Rate limit: 120 + (20 × CCU) calls per minute. Batch where possible.
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+ - Max 100 custom events, 10 economy resource types, 10 funnels, 3 custom fields per event.
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+ - Log events AFTER successful operations, not on attempt (avoids inflated metrics).
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+ - Custom fields (up to 3) let you slice data without burning event cardinality.
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+ - Economy events track sources (earned) and sinks (spent) separately.
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+ - Funnel events must fire steps in order. Skipped steps break the funnel.
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+ - Events appear on Creator Hub dashboard after ~24 hours. Use "View Events" for real-time validation.
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+ - Server-side logging preferred for accuracy. Client-side only for UI interaction tracking.
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+
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+ ---
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+
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+ ## Full Reference
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+
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+ ## 1. AnalyticsService API
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+
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+ All methods are called on the server via `game:GetService("AnalyticsService")`.
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+
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+ ### Custom Events
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+
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+ Track any game-specific metric. Two forms: counter (no value) and valued.
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+
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+ ```luau
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+ local AnalyticsService = game:GetService("AnalyticsService")
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+
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+ -- Counter: tracks occurrence count + unique users automatically
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+ AnalyticsService:LogCustomEvent(player, "MissionStarted")
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+
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+ -- With value: enables sum/mean/min/max aggregations
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+ AnalyticsService:LogCustomEvent(player, "MissionCompletedDuration", 120)
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+
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+ -- With custom fields (up to 3): enables filtering/breakdown on dashboard
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+ AnalyticsService:LogCustomEvent(player, "EnemyDefeated", 1, {
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+ customFields = {
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+ [Enum.AnalyticsCustomFieldKeys.CustomField01] = { value = "Zombie" },
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+ [Enum.AnalyticsCustomFieldKeys.CustomField02] = { value = "Sword" },
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+ [Enum.AnalyticsCustomFieldKeys.CustomField03] = { value = "Wave5" },
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+ }
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+ })
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+ ```
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+
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+ ### Economy Events
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+
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+ Track virtual currency flow. Enables revenue analysis, inflation detection, economy health.
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+
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+ ```luau
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+ -- Player EARNED currency (source)
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+ AnalyticsService:LogEconomyEvent(
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+ player,
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+ Enum.AnalyticsEconomyFlowType.Source, -- Source = earned/gained
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+ "Coins", -- Currency name (max 10 types)
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+ 50, -- Amount
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+ player.leaderstats.Coins.Value + 50, -- Balance AFTER transaction
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+ Enum.AnalyticsEconomyTransactionType.Gameplay.Name, -- Transaction type
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+ "QuestReward_Daily", -- Item SKU (what triggered it)
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+ {
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+ customFields = {
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+ [Enum.AnalyticsCustomFieldKeys.CustomField01] = { value = "Quest_001" },
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+ }
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+ }
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+ )
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+
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+ -- Player SPENT currency (sink)
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+ AnalyticsService:LogEconomyEvent(
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+ player,
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+ Enum.AnalyticsEconomyFlowType.Sink, -- Sink = spent/consumed
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+ "Coins",
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+ 200,
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+ player.leaderstats.Coins.Value - 200,
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+ Enum.AnalyticsEconomyTransactionType.Shop.Name,
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+ "SpeedBoost_30min"
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+ )
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+ ```
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+
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+ Transaction types: `Gameplay`, `ContextualPurchase`, `InAppPurchase`, `Shop`, `TimedReward`, `Trade`.
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+
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+ ### Funnel Events
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+
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+ Track step-by-step progression through a flow. Max 10 funnels, 100 steps each.
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+
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+ ```luau
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+ -- Onboarding funnel: track where players drop off
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+ AnalyticsService:LogFunnelStepEvent(player, "Onboarding", "1", "WelcomeScreen")
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+ -- ... player progresses ...
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+ AnalyticsService:LogFunnelStepEvent(player, "Onboarding", "2", "PickCharacter")
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+ -- ... player progresses ...
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+ AnalyticsService:LogFunnelStepEvent(player, "Onboarding", "3", "FirstBattle")
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+ -- ... player progresses ...
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+ AnalyticsService:LogFunnelStepEvent(player, "Onboarding", "4", "CompleteTutorial")
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+
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+ -- Shop conversion funnel
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+ AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", "1", "OpenedShop")
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+ AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", "2", "ViewedItem")
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+ AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", "3", "ClickedBuy")
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+ AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", "4", "ConfirmedPurchase")
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+ ```
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+
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+ Steps MUST fire in order for the same player in the same session. Skipping step 2 and firing step 3 breaks the funnel visualization.
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+
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+ ---
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+
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+ ## 2. Rate Limits and Batching
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+
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+ | Constraint | Limit |
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+ |-----------|-------|
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+ | Total AnalyticsService calls/minute | 120 + (20 × CCU) |
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+ | Custom event names | 100 |
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+ | Economy resource types | 10 |
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+ | Funnels | 10 |
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+ | Steps per funnel | 100 |
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+ | Custom fields per event | 3 |
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+ | Unique values per custom field | 8,000 (then grouped as "Other") |
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+
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+ ### Batching Strategy
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+
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+ For high-frequency events (kills, item pickups), batch on the server:
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+
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+ ```luau
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+ -- ServerScriptService/Analytics/EventBatcher.luau
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+
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+ local AnalyticsService = game:GetService("AnalyticsService")
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+
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+ local EventBatcher = {}
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+ local batches: { [Player]: { [string]: number } } = {}
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+
155
+ -- Accumulate events, flush periodically
156
+ function EventBatcher:increment(player: Player, eventName: string, amount: number?)
157
+ if not batches[player] then
158
+ batches[player] = {}
159
+ end
160
+ local current = batches[player][eventName] or 0
161
+ batches[player][eventName] = current + (amount or 1)
162
+ end
163
+
164
+ function EventBatcher:flush()
165
+ for player, events in batches do
166
+ if not player:IsDescendantOf(game.Players) then
167
+ batches[player] = nil
168
+ continue
169
+ end
170
+ for eventName, value in events do
171
+ AnalyticsService:LogCustomEvent(player, eventName, value)
172
+ end
173
+ end
174
+ batches = {}
175
+ end
176
+
177
+ -- Flush every 30 seconds
178
+ task.spawn(function()
179
+ while true do
180
+ task.wait(30)
181
+ EventBatcher:flush()
182
+ end
183
+ end)
184
+
185
+ -- Flush on player leaving (capture final counts)
186
+ game.Players.PlayerRemoving:Connect(function(player)
187
+ if batches[player] then
188
+ for eventName, value in batches[player] do
189
+ AnalyticsService:LogCustomEvent(player, eventName, value)
190
+ end
191
+ batches[player] = nil
192
+ end
193
+ end)
194
+
195
+ return EventBatcher
196
+ ```
197
+
198
+ ---
199
+
200
+ ## 3. Event Taxonomy (Recommended)
201
+
202
+ Use consistent naming. Custom fields for breakdown, not separate event names.
203
+
204
+ ### DO: Use custom fields for variants
205
+
206
+ ```luau
207
+ -- ONE event, broken down by weapon type via custom field
208
+ AnalyticsService:LogCustomEvent(player, "EnemyKill", 1, {
209
+ customFields = {
210
+ [Enum.AnalyticsCustomFieldKeys.CustomField01] = { value = weaponType },
211
+ [Enum.AnalyticsCustomFieldKeys.CustomField02] = { value = enemyType },
212
+ }
213
+ })
214
+ ```
215
+
216
+ ### DON'T: Create separate events per variant
217
+
218
+ ```luau
219
+ -- BAD: burns through your 100 event limit fast
220
+ AnalyticsService:LogCustomEvent(player, "EnemyKill_Sword")
221
+ AnalyticsService:LogCustomEvent(player, "EnemyKill_Bow")
222
+ AnalyticsService:LogCustomEvent(player, "EnemyKill_Magic")
223
+ ```
224
+
225
+ ### Common Event Taxonomy
226
+
227
+ **Retention signals:**
228
+ - `SessionStart` - counter, fire on PlayerAdded
229
+ - `SessionDuration` - value (seconds), fire on PlayerRemoving
230
+ - `DayNReturn` - counter with custom field for day number (Day1, Day7, Day30)
231
+
232
+ **Engagement:**
233
+ - `FeatureUsed` - custom field 1 = feature name
234
+ - `QuestCompleted` - custom field 1 = quest ID
235
+ - `LevelReached` - value = level number
236
+
237
+ **Monetization funnel:**
238
+ - Funnel "Purchase": OpenedShop → ViewedItem → ClickedBuy → Confirmed → Granted
239
+ - Economy source: IAP, QuestReward, DailyLogin, Trade
240
+ - Economy sink: ShopPurchase, Upgrade, Trade
241
+
242
+ **Progression:**
243
+ - Funnel "Onboarding": each tutorial step
244
+ - Funnel "BossAttempt": Started → Phase1 → Phase2 → Defeated
245
+
246
+ ---
247
+
248
+ ## 4. Validation and Debugging
249
+
250
+ ### Real-time event validation
251
+
252
+ 1. Navigate to Creator Hub → Analytics → Custom/Economy/Funnel
253
+ 2. Click "View Events" at the top
254
+ 3. Events appear in near real-time (seconds, not the 24-hour dashboard delay)
255
+ 4. Refresh to see new events
256
+
257
+ ### Common mistakes
258
+
259
+ - Logging on attempt instead of success (inflates metrics)
260
+ - Logging from client (exploiters can spam fake events)
261
+ - Exceeding rate limits silently (events get dropped, no error)
262
+ - Using too many unique event names (100 limit, then new ones are ignored)
263
+ - Firing funnel steps out of order (breaks the visualization)
264
+ - Not logging economy balance (makes inflation analysis impossible)
265
+
266
+ ---
267
+
268
+ ## 5. Best Practices
269
+
270
+ - Log from server, not client. Client events can be spoofed.
271
+ - Log AFTER the action succeeds, not when attempted.
272
+ - Use the event batcher for high-frequency events (kills, pickups, damage dealt).
273
+ - Keep event names stable across updates. Renaming breaks historical comparison.
274
+ - Use custom fields for dimensions you want to filter by (weapon, map, class).
275
+ - Track both sources and sinks for every currency to detect inflation.
276
+ - Implement all funnels on day 1. Adding them later means no historical baseline.
277
+ - Test with "View Events" before relying on the 24-hour dashboard.
@@ -0,0 +1,75 @@
1
+ --[[
2
+ EventBatcher — Server-side analytics batching for high-frequency events
3
+ Source: roblox-opencode/skills/roblox-analytics (authored for this harness)
4
+
5
+ Use this for events that fire many times per player per session (kills, pickups,
6
+ damage dealt). Instead of calling AnalyticsService on every occurrence, accumulate
7
+ counts and flush periodically.
8
+
9
+ ADAPT THIS: Change FLUSH_INTERVAL to match your game's pace.
10
+ Add custom fields to the flush call if you need breakdown dimensions.
11
+ ]]
12
+
13
+ local AnalyticsService = game:GetService("AnalyticsService")
14
+ local Players = game:GetService("Players")
15
+
16
+ local FLUSH_INTERVAL = 30 -- seconds between automatic flushes
17
+
18
+ local EventBatcher = {}
19
+ local batches: { [Player]: { [string]: number } } = {}
20
+
21
+ --- Increment a counter for a player. Flushed periodically as a single event with the total value.
22
+ function EventBatcher:increment(player: Player, eventName: string, amount: number?)
23
+ if not batches[player] then
24
+ batches[player] = {}
25
+ end
26
+ local current = batches[player][eventName] or 0
27
+ batches[player][eventName] = current + (amount or 1)
28
+ end
29
+
30
+ --- Flush all accumulated events to AnalyticsService.
31
+ function EventBatcher:flush()
32
+ for player, events in batches do
33
+ if not player:IsDescendantOf(Players) then
34
+ batches[player] = nil
35
+ continue
36
+ end
37
+ for eventName, value in events do
38
+ local success, err = pcall(function()
39
+ AnalyticsService:LogCustomEvent(player, eventName, value)
40
+ end)
41
+ if not success then
42
+ warn(`[EventBatcher] Failed to log {eventName}: {err}`)
43
+ end
44
+ end
45
+ end
46
+ batches = {}
47
+ end
48
+
49
+ --- Flush a single player's events (call on PlayerRemoving).
50
+ function EventBatcher:flushPlayer(player: Player)
51
+ local events = batches[player]
52
+ if not events then return end
53
+
54
+ for eventName, value in events do
55
+ pcall(function()
56
+ AnalyticsService:LogCustomEvent(player, eventName, value)
57
+ end)
58
+ end
59
+ batches[player] = nil
60
+ end
61
+
62
+ -- Periodic flush loop
63
+ task.spawn(function()
64
+ while true do
65
+ task.wait(FLUSH_INTERVAL)
66
+ EventBatcher:flush()
67
+ end
68
+ end)
69
+
70
+ -- Flush on player leaving so final counts aren't lost
71
+ Players.PlayerRemoving:Connect(function(player)
72
+ EventBatcher:flushPlayer(player)
73
+ end)
74
+
75
+ return EventBatcher