General structure in this - good or bad?

recently started using Rojo, so Copilot can help me with a lot of complicated issues. but it kind of struggles with its organization (if that isn’t a problem for you then GO AWAY :enraged_face:).

i want to know this is readable to the normal eye at all. if you want any additional context then just let me know!

---------------------------------
-- variables
---------------------------------

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Events = ReplicatedStorage:FindFirstChild("events")
;

---------------------------------
-- events
---------------------------------

local scoreEvent = Events:FindFirstChild("boardChange")
local currentScores = {}
setmetatable(currentScores, {__index = function(t, k) return rawget(t, k, 0) or 0 end})
-- if theres no team, try getting its value. otherwise return 0

local connections = {}
local values = script.Parent.Runtime.Values

local function updateBoard(updateNumber:number)
    if updateNumber == 1 then
        local homeScore = values:FindFirstChild("HomeScore").Value
        local awayScore = values:FindFirstChild("AwayScore").Value
        
        table.insert(currentScores, 1, homeScore.Value.Changed:Connect(function()
            currentScores["Home"] = homeScore.Value
        end))
        
        table.insert(currentScores, 1, awayScore.Value.Changed:Connect(function()
             currentScores["Away"] = awayScore.Value
        end))
        
        if currentScores["Home"] ~= homeScore.Value or currentScores["Away"] ~= awayScore.Value then 
            -- if scores arent the same, tell client to update
            scoreEvent:FireAllClients(currentScores)
        end
    end
end

keep in mind a lot of the stuff might just not work or has some logical errors like the setmetatable(), but i just wanna know if the structure is solid since some of the scripts have the same structure.

from a brief glance your code seems fine; if your ever confused on naming stuff you could def read the “best practices” section in the variables documentation. imo my only changes would be switching how you sort your variables at the top

commenting ex

so instead of comments like

---------------------------------
-- variables
---------------------------------

i prefer to do:

-- Variables -- 
-- code here

-- Events --
-- code here

i’d also move the setmetatable line down/simplify your commenting; keep your variables seperated from where your actual code starts, though this is my personal preference

my version
-- Services --
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Events = ReplicatedStorage:FindFirstChild("events")

-- Events --
local scoreEvent = Events:FindFirstChild("boardChange")
local currentScores = {}

-- Values --
local connections = {}
local values = script.Parent.Runtime.Values


-- set up current scores --
setmetatable(currentScores, {__index = function(t, k) return rawget(t, k, 0) or 0 end})

-- update scoreboard --
local function updateBoard(updateNumber:number)
	if updateNumber == 1 then
		local homeScore = values:FindFirstChild("HomeScore").Value
		local awayScore = values:FindFirstChild("AwayScore").Value

		table.insert(currentScores, 1, homeScore.Value.Changed:Connect(function()
			currentScores["Home"] = homeScore.Value
		end))

		table.insert(currentScores, 1, awayScore.Value.Changed:Connect(function()
			currentScores["Away"] = awayScore.Value
		end))

		if currentScores["Home"] ~= homeScore.Value or currentScores["Away"] ~= awayScore.Value then 
			-- if scores arent the same, tell client to update
			scoreEvent:FireAllClients(currentScores)
		end
	end
end

just note that theres def different ways of doing this, so some people may or may not agree, but this is simply my take on what you’ve written so far