mcpField
R
roblox-code-review

roblox-code-review

github.com/el4cteoTesting & quality56529 installsUpdated 2w ago
Repository

About roblox-code-review

roblox-code-review is a skill for reviewing Roblox code, with findings ordered by severity and tied to specific files and lines. It checks security, data handling, lifecycle, performance, text safety, and modern API usage, and specifies impact and fixes for each issue.

Key features

  1. 01Ranks findings by severity
  2. 02Reports file, line, impact, and fix
  3. 03Checks remote input validation and security
  4. 04Reviews data-store and purchase handling
  5. 05Audits lifecycle, performance, and text filtering
  6. 06Checks modern Roblox API usage

Use cases

  1. 01Review Roblox code before release
  2. 02Investigate exploit or data-loss risks
  3. 03Find lifecycle and performance problems
  4. 04Replace deprecated API patterns

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-code-review

After installing, type/roblox-code-reviewin Claude Code to confirm it loaded.

Bundled filesreferences/deprecated-apis.md

Details

From the project README

Roblox code review

Review in severity order. Report each finding with file:line, severity, what breaks, and the fix. Verify claims against the code (and the engine reference when unsure) — don't pattern-match blindly.

Severity guide

SeverityExamples
CriticalClient-authoritative rewards/damage/currency; unvalidated remote args (NaN, instance spoofing); purchases granted outside ProcessReceipt or non-idempotent; data saved with SetAsync from multiple servers without session locking; secrets/API keys in replicated code; unfiltered player text shown to others.
HighData loss paths (no BindToClose, saving default data after a failed load, no retry); memory leaks (connections, player-keyed tables); InvokeClient; per-frame remotes; infinite yields (WaitForChild without timeout on optional instances, RemoteFunction handlers that can yield forever); streaming-unsafe client indexing.
MediumDeprecated/superseded APIs; wait/spawn/delay; polling loops; server-side tweens; missing pcall on network/yielding APIs; missing late-joiner handling; race conditions on CharacterAdded.
LowStyle, naming, missing types, magic numbers, dead code, minor inefficiencies.

Checklist

Security (roblox-security)

  • Every OnServerEvent/OnServerInvoke: types checked with typeof, numbers math.isfinite, strings length/UTF-8 checked, instances IsA + IsDescendantOf(trusted), rate limited, context checked.
  • No server-only logic, admin lists, or secrets in ReplicatedStorage/StarterPlayer/Workspace.
  • ProximityPrompt/ClickDetector/Touched handlers re-validate distance/state on the server.
  • Gameplay-critical unanchored parts are server-owned.

Data (roblox-data-stores)

  • Session locking (ProfileStore or equivalent); UpdateAsync for read-modify-write; retries with backoff.
  • BindToClose flushes saves in parallel; no saves of Instance/Vector3/mixed tables.
  • Failed loads never overwritten with defaults; player-keyed tables cleared on leave.
  • Keys stable (User_{UserId}), Studio uses a separate store/universe.

Monetization (roblox-monetization)

  • Single ProcessReceipt; idempotent by PurchaseId; returns PurchaseGranted only after persisting.
  • Pass perks checked on join and after in-session purchase; prices not hardcoded; paid random items disclose odds and respect PolicyService.

Correctness & lifecycle (roblox-architecture)

  • Handles players already in game (for _, p in Players:GetPlayers()) and characters already spawned.
  • Per-character state rebuilt on respawn; per-player state cleaned on PlayerRemoving.
  • No yields at module top level; no circular requires; one owner per piece of state.
  • Deferred-event safe (doesn't rely on handlers running synchronously).
  • Client code streaming-safe (WaitForChild/nil checks for Workspace content).

Performance (roblox-performance)

  • No per-frame FindFirstChild/GetDescendants/Instance.new; params objects reused.
  • Event-driven instead of polling; think loops throttled and staggered.
  • Tweens and cosmetic effects on clients; remotes batched/throttled; payloads minimal.
  • Connections disconnected / instances destroyed; no unbounded caches.

Text & safety (roblox-text-chat)

  • All player-authored text shown to others filtered server-side (FilterStringAsync), fail closed.
  • Chat uses TextChatService; public editable text rate-limited (≥ 1 minute).

Modern API usage

  • task.*, *Async variants, Raycast, mover constraints, PivotTo, Animator:LoadAnimation, TextChatService, UIDragDetector, workspace collision-group APIs, CreatePath+ComputeAsync.
  • Full map of deprecated and superseded members: references/deprecated-apis.md.

Code quality (roblox-luau)

  • --!strict with typed public APIs; services via GetService; no _G/shared.
  • Clear module boundaries; config separated from logic; tests for pure logic (roblox-testing).

Output format

## Summary
<2–3 sentences: overall risk, the most important fixes>

## Findings
1. [Critical] src/server/Shop.server.luau:42 — Price read from client argument.
   Impact: exploiters buy anything for 0 coins. Fix: look up ITEMS[itemId].price on the server.
2. [High] ...

## Modernization (optional)
- Replace `wait()` → `task.wait()` (12 occurrences) ...

Offer to apply fixes; when fixing, keep behavior identical except for the bug, and re-run the relevant checks (type check, tests, Studio playtest via roblox-studio-mcp).

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