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18 KiB
18 KiB
Technical Specification Template
Project: [Project Name]
Version: 1.0
Date: [Current Date]
Author: [Technical Lead]
🏗️ Architecture Overview
High-Level Architecture
┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐
│ Client Side │ │ Roblox Cloud │ │ External APIs │
│ │ │ │ │ │
│ ┌─────────────┐ │ │ ┌─────────────┐ │ │ ┌─────────────┐ │
│ │ StarterGui │ │ │ │ServerScript │ │ │ │ HTTP Service│ │
│ │ │ │◄──►│ │ Service │ │◄──►│ │ │ │
│ │ LocalScripts│ │ │ │ │ │ │ │ Third-party │ │
│ └─────────────┘ │ │ └─────────────┘ │ │ │ Services │ │
│ │ │ │ │ └─────────────┘ │
│ ┌─────────────┐ │ │ ┌─────────────┐ │ └─────────────────┘
│ │Replicated │ │ │ │ DataStore │ │
│ │Storage │ │◄──►│ │ Service │ │
│ │ │ │ │ │ │ │
│ └─────────────┘ │ │ └─────────────┘ │
└─────────────────┘ └─────────────────┘
Service Layer Architecture
┌────────────────────────────────────────────┐
│ Client Layer │
├────────────────────────────────────────────┤
│ Communication Layer │
│ (RemoteEvents, RemoteFunctions) │
├────────────────────────────────────────────┤
│ Business Logic │
│ (Game Systems, Managers) │
├────────────────────────────────────────────┤
│ Data Access Layer │
│ (DataStore, Cache, External APIs) │
├────────────────────────────────────────────┤
│ Infrastructure Layer │
│ (Roblox Services, Utilities) │
└────────────────────────────────────────────┘
📦 System Components
Client-Side Components
UI System
-- Location: StarterGui/UI/
-- Purpose: Handle all user interface interactions
-- Dependencies: TweenService, UserInputService
UIManager = {
screens = {},
currentScreen = nil,
theme = "dark",
-- Core methods
showScreen(screenName),
hideScreen(screenName),
toggleScreen(screenName),
updateTheme(themeName)
}
Input Controller
-- Location: StarterGui/Controllers/InputController
-- Purpose: Centralized input handling and mapping
-- Dependencies: UserInputService, ContextActionService
InputController = {
bindings = {},
enabled = true,
-- Core methods
bindAction(actionName, callback, keyCode),
unbindAction(actionName),
setEnabled(enabled)
}
Local Game Logic
-- Location: StarterGui/LocalScripts/GameLogic
-- Purpose: Client-side game state and prediction
-- Dependencies: RemoteEvents, RunService
LocalGameLogic = {
gameState = "menu",
playerState = {},
predictions = {},
-- Core methods
updateGameState(newState),
predictAction(action, data),
reconcileWithServer(serverState)
}
Server-Side Components
Game Manager
-- Location: ServerScriptService/GameManager
-- Purpose: Core game state and lifecycle management
-- Dependencies: Players, RunService, DataManager
GameManager = {
state = "waiting",
players = {},
gameConfig = {},
round = {
startTime = 0,
duration = 300,
endConditions = {}
},
-- Core methods
initialize(),
startGame(),
endGame(),
updateGameLoop(),
handlePlayerAction(player, action)
}
Data Manager
-- Location: ServerScriptService/DataManager
-- Purpose: Player data persistence and caching
-- Dependencies: DataStoreService, Players
DataManager = {
cache = {},
dataStore = nil,
autosaveInterval = 30,
-- Core methods
loadPlayerData(player),
savePlayerData(player),
updatePlayerData(player, path, value),
validateData(data)
}
Security Manager
-- Location: ServerScriptService/Security/SecurityManager
-- Purpose: Anti-cheat and validation
-- Dependencies: Players, RunService
SecurityManager = {
playerMetrics = {},
rateLimits = {},
suspiciousActions = {},
-- Core methods
validateAction(player, action, data),
checkRateLimit(player, actionType),
flagSuspiciousActivity(player, reason),
banPlayer(player, duration, reason)
}
Shared Components
Network Manager
-- Location: ReplicatedStorage/Modules/NetworkManager
-- Purpose: Remote event/function management with security
-- Dependencies: RemoteEvent, RemoteFunction
NetworkManager = {
remotes = {},
rateLimits = {},
-- Core methods
createRemoteEvent(name, rateLimit),
createRemoteFunction(name, rateLimit),
fireClient(player, eventName, data),
fireAllClients(eventName, data)
}
Utility Modules
-- Location: ReplicatedStorage/Modules/Utils/
-- Purpose: Shared utility functions
-- Dependencies: None
MathUtils = {
clamp(value, min, max),
lerp(a, b, t),
round(value, precision),
randomRange(min, max)
}
TableUtils = {
deepCopy(table),
merge(table1, table2),
contains(table, value),
removeElement(table, element)
}
StringUtils = {
split(str, delimiter),
trim(str),
capitalize(str),
formatTime(seconds)
}
🔄 Data Flow
Player Action Flow
sequenceDiagram
participant C as Client
participant N as NetworkManager
participant S as Server
participant D as DataStore
C->>N: Player performs action
N->>N: Validate input locally
N->>S: Send action via RemoteEvent
S->>S: Validate action on server
S->>S: Process game logic
S->>D: Update persistent data
S->>N: Broadcast state changes
N->>C: Update client state
Data Persistence Flow
flowchart TD
A[Player Joins] --> B[Load from DataStore]
B --> C[Cache in Memory]
C --> D[Player Plays Game]
D --> E[Modify Cached Data]
E --> F{Autosave Timer?}
F -->|Yes| G[Save to DataStore]
F -->|No| D
G --> D
H[Player Leaves] --> I[Final Save]
I --> J[Clear from Cache]
🗄️ Database Design
DataStore Structure
-- Player Data Schema
PlayerData = {
version = 2, -- For data migration
profile = {
displayName = "PlayerName",
level = 1,
experience = 0,
joinDate = 1634567890,
lastPlayed = 1634567890,
playtime = 3600 -- seconds
},
currency = {
coins = 1000,
gems = 50,
tokens = 25
},
inventory = {
items = {
{id = "sword_001", quantity = 1, durability = 100},
{id = "potion_health", quantity = 5}
},
equipment = {
weapon = "sword_001",
armor = "armor_001",
accessory = nil
}
},
settings = {
musicVolume = 0.7,
sfxVolume = 1.0,
graphics = "medium",
controls = "default"
},
achievements = {
"first_win",
"level_10",
"collector"
},
statistics = {
gamesPlayed = 42,
wins = 15,
losses = 27,
killDeathRatio = 1.2,
bestScore = 9999
}
}
DataStore Configuration
DataStoreConfig = {
-- Primary player data store
playerData = {
name = "PlayerData_v2",
scope = "global",
retryAttempts = 3,
retryDelay = 1 -- seconds
},
-- Global game statistics
gameStats = {
name = "GameStatistics",
scope = "global",
updateInterval = 300 -- 5 minutes
},
-- Leaderboards
leaderboards = {
name = "Leaderboards_v1",
scope = "seasonal",
maxEntries = 100
}
}
🌐 Network Protocol
Remote Events Schema
RemoteEvents = {
-- Player Actions
"PlayerAction", -- (actionType: string, data: table)
"PlayerMovement", -- (position: Vector3, rotation: Vector3)
"PlayerChat", -- (message: string, channel: string)
-- Game State
"GameStateUpdate", -- (state: string, data: table)
"RoundStart", -- (roundData: table)
"RoundEnd", -- (results: table)
-- UI Updates
"UpdatePlayerData", -- (playerData: table)
"ShowNotification", -- (message: string, type: string)
"UpdateLeaderboard", -- (leaderboardData: table)
-- Economy
"PurchaseItem", -- (itemId: string, quantity: number)
"SellItem", -- (itemId: string, quantity: number)
"TransferCurrency" -- (amount: number, currencyType: string)
}
Remote Functions Schema
RemoteFunctions = {
-- Data Requests
"GetPlayerData", -- () -> playerData: table
"GetShopItems", -- (category: string) -> items: table
"GetLeaderboard", -- (type: string) -> leaderboard: table
-- Validation
"ValidateAction", -- (action: table) -> isValid: boolean
"CheckPermission", -- (permission: string) -> hasPermission: boolean
-- Transactions
"ProcessPurchase" -- (purchaseData: table) -> success: boolean, result: table
}
Message Format
-- Standard message envelope
MessageEnvelope = {
timestamp = tick(),
messageId = "uuid-v4",
messageType = "PlayerAction",
playerId = 12345,
data = {
-- Message-specific data
},
checksum = "hash" -- For data integrity
}
🔒 Security Design
Anti-Cheat Architecture
AntiCheatSystem = {
-- Movement validation
movement = {
maxSpeed = 16, -- studs/second
maxJumpHeight = 50, -- studs
teleportThreshold = 100, -- studs
validationInterval = 0.1 -- seconds
},
-- Action validation
actions = {
rateLimits = {
["attack"] = {maxCalls = 5, window = 1},
["purchase"] = {maxCalls = 2, window = 5},
["chat"] = {maxCalls = 10, window = 60}
},
cooldowns = {
["special_ability"] = 30, -- seconds
["respawn"] = 5
}
},
-- Statistical analysis
analytics = {
trackMetrics = true,
suspicionThreshold = 0.8,
autobanEnabled = false, -- Manual review recommended
logSuspiciousActivity = true
}
}
Data Validation
ValidationRules = {
playerData = {
level = {min = 1, max = 100, type = "number"},
experience = {min = 0, max = 999999, type = "number"},
currency = {
coins = {min = 0, max = 999999999, type = "number"},
gems = {min = 0, max = 99999, type = "number"}
},
inventory = {
maxItems = 100,
maxStackSize = 999,
allowedItems = "whitelist" -- Reference to item database
}
}
}
⚡ Performance Specifications
Performance Targets
PerformanceTargets = {
framerate = {
desktop = {min = 45, target = 60}, -- FPS
mobile = {min = 20, target = 30},
console = {min = 25, target = 30}
},
memory = {
desktop = {max = 512}, -- MB
mobile = {max = 256},
console = {max = 384}
},
network = {
bandwidth = {
upstream = {max = 5}, -- KB/s per player
downstream = {max = 50}
},
latency = {
target = 100, -- milliseconds
max = 500
}
},
loading = {
initialLoad = {max = 30}, -- seconds
assetStreaming = {max = 5}
}
}
Optimization Strategies
OptimizationStrategies = {
rendering = {
lod = true, -- Level of detail
culling = true, -- Frustum culling
batching = true, -- Draw call batching
textureCompression = "automatic"
},
scripting = {
objectPooling = true,
eventThrottling = true,
memoryProfiling = true,
garbageCollection = "manual"
},
networking = {
dataCompression = true,
batchUpdates = true,
prioritization = true,
interpolation = true
}
}
🧪 Testing Strategy
Test Categories
TestingFramework = {
unitTests = {
coverage = 80, -- minimum percentage
framework = "TestEZ", -- or custom
automation = true,
location = "ReplicatedStorage/Tests/"
},
integrationTests = {
gameFlow = true,
dataConsistency = true,
networkCommunication = true,
crossPlatform = true
},
performanceTests = {
loadTesting = {maxPlayers = 50},
stressTesting = {duration = 60}, -- minutes
memoryLeakDetection = true,
profilingEnabled = true
},
securityTests = {
exploitDetection = true,
inputValidation = true,
rateLimit = true,
dataIntegrity = true
}
}
Test Automation
-- Example test structure
TestSuite = {
name = "DataManager Tests",
tests = {
{
name = "Should load player data successfully",
setup = function() end,
test = function()
local player = createMockPlayer()
local data = DataManager:LoadPlayerData(player)
assert(data ~= nil, "Player data should not be nil")
assert(data.level >= 1, "Level should be at least 1")
end,
teardown = function() end
}
}
}
🚀 Deployment
Build Process
# Build Pipeline Configuration
build:
stages:
- validate
- test
- package
- deploy
validate:
- syntax_check
- lint_code
- check_dependencies
test:
- unit_tests
- integration_tests
- performance_tests
package:
- optimize_assets
- compress_scripts
- generate_manifest
deploy:
- upload_to_roblox
- update_game_settings
- verify_deployment
Environment Configuration
EnvironmentConfig = {
development = {
debug = true,
logging = "verbose",
antiCheat = false,
mockData = true
},
testing = {
debug = true,
logging = "standard",
antiCheat = true,
mockData = false
},
production = {
debug = false,
logging = "errors_only",
antiCheat = true,
mockData = false
}
}
📊 Monitoring & Analytics
Performance Monitoring
PerformanceMonitoring = {
metrics = {
"frame_rate",
"memory_usage",
"network_latency",
"player_count",
"error_rate"
},
alerting = {
frameRateBelow = 30,
memoryAbove = 400, -- MB
errorRateAbove = 0.05, -- 5%
playerDropAbove = 0.1 -- 10%
},
dashboard = {
realTime = true,
historical = true,
exportData = true
}
}
Game Analytics
GameAnalytics = {
playerMetrics = {
"session_length",
"retention_rate",
"level_progression",
"currency_earned",
"items_purchased"
},
gameplayMetrics = {
"rounds_played",
"win_rate",
"average_score",
"popular_features",
"drop_off_points"
},
businessMetrics = {
"revenue_per_user",
"conversion_rate",
"lifetime_value",
"churn_rate"
}
}
🔧 Maintenance
Update Strategy
UpdateStrategy = {
versioning = {
scheme = "semantic", -- major.minor.patch
backwardCompatibility = 2, -- versions
migrationScripts = true
},
deployment = {
schedule = "weekly",
rollback = true,
gradualRollout = true,
maintenanceWindow = false -- Live updates
},
communication = {
playerNotification = true,
developerForum = true,
socialMedia = true
}
}
Backup Strategy
BackupStrategy = {
playerData = {
frequency = "daily",
retention = 30, -- days
verification = true,
offsite = true
},
gameAssets = {
frequency = "on_change",
versionControl = "git",
cloudStorage = true
},
configuration = {
frequency = "on_change",
encrypted = true,
accessControl = true
}
}
📚 Documentation Standards
Code Documentation
- All public functions must have docstrings
- Complex algorithms require inline comments
- API changes must update documentation
- Examples required for utility functions
System Documentation
- Architecture diagrams for major systems
- Data flow documentation
- Integration guides for new developers
- Troubleshooting guides
User Documentation
- Player guides and tutorials
- FAQ for common issues
- Feature documentation
- Community guidelines
Document Status: [Draft/Review/Approved]
Next Review: [Date]
Owner: [Technical Lead]
Reviewers: [List of reviewers]
This technical specification is a living document that evolves with the project. All changes should be reviewed and approved by the technical team.