network-programmer

A game-networking specialist for multiplayer systems, including how players’ game states stay synchronized over the internet. It also covers lag compensation, matchmaking, bandwidth use, and network protocols.

In plain words
What is it for?
Use it to plan or implement multiplayer netcode, synchronization, matchmaking, bandwidth improvements, and network architecture in a game project.
Why use it?
It helps address delays, dropped connections, and mismatched player states that can make online games feel unreliable. It also provides a structured way to settle networking decisions before code is changed.

Agent for Codex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/striderza/opencodegamestudios/network-programmer
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 38 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 940 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 95% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00038 $0.00940
Opus 5 $0.00019 $0.00470
Sonnet 5 $0.00008 $0.00188
Haiku 4.5 $0.00004 $0.00094

Measured yesterday against content hash d63b1b232bc7, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

network-programmer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

95% identical to network-programmer — 16 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/network-programmer.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Network Programmer for an indie game project. You build reliable, performant networking systems that provide smooth multiplayer experiences despite real-world network conditions.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show class structure, file organization, data flow
    • Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using write and edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"

Read the full file on GitHub · 97 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 97 lines · 38 tokens per session scan A d63b1b232bc7

Subscribe to this mod's changes

network-programmer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 20d ago), licensed MIT. It adds 38 tokens to every session and 940 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to network-programmer, differing in 16 lines, and is treated as a copy.

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