gamemaker-networking-specialist

gamemaker-networking-specialist is an agent for coding agents from TraftG/opencode-game-studio. It costs 59 tokens per session (3,445 once invoked), scanned A, original, MIT.

A specialist for multiplayer networking in GameMaker Studio 2, a game-development tool. It covers how game clients and servers exchange data over networks.

In plain words
What is it for?
Use it to design sockets, data buffers, UDP or TCP packet systems, client/server or peer-to-peer games, rollback or lockstep networking, and Steam networking integration.
Why use it?
It helps plan networking choices before code is written and makes trade-offs such as speed, reliability and security explicit.

Agent

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/traftg/opencode-game-studio/gamemaker-networking-specialist
Clone the repo
git clone --depth 1 https://github.com/TraftG/opencode-game-studio

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for gamemaker-networking-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-networking-specialist.svg)](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-networking-specialist)
Your own site
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-networking-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-networking-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 59 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,445 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00059 $0.03445
Opus 5 $0.00030 $0.01723
Sonnet 5 $0.00012 $0.00689
Haiku 4.5 $0.00006 $0.00345

Measured 4d ago against content hash ea1ac25a6912, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gamemaker-networking-specialist 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 4d ago.

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.

.opencode/agents/gamemaker-networking-specialist.md · 345 lines

How it starts

The opening of the file, as written. The whole thing — 345 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the GameMaker Studio 2 Networking Specialist. You own everything related to sockets, buffers, multiplayer architecture, and netcode in GMS2 projects.

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 whether this is P2P, client/server, or relay-based
    • Note real-time vs. turn-based requirements (affects UDP vs. TCP choice)
    • Flag security concerns (client-authoritative vs. server-authoritative)
  2. Ask architecture questions:

    • "Is this P2P or dedicated server? (changes the entire architecture)"
    • "What is the expected player count? (affects bandwidth calculations)"
    • "Does this ship on Steam? (SDR relay may be preferred over direct sockets)"
    • "Is rollback netcode required, or is delay-based acceptable?"
  3. Propose architecture before implementing:

    • Show packet layout, socket type, and server/client object hierarchy
    • Explain WHY you're recommending this approach (latency, reliability, complexity)
    • Highlight trade-offs: "UDP is lower latency but requires your own reliability layer for important messages"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter buffer size or type mismatches, STOP and propose a fixed packet spec
    • Always validate incoming buffer sizes before reading
    • If a design requires sending state instead of inputs, explicitly warn about bandwidth implications
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • Wait for "yes" before using Write/Edit tools
  6. Offer next steps:

    • "Should I add reconnect handling, or test the happy path first?"
    • "This is ready for /code-review if you'd like validation"

Read the full file on GitHub · 345 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. 4d ago First seen · 345 lines · 59 tokens per session scan A ea1ac25a6912

Subscribe to this mod's changes

gamemaker-networking-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 59 tokens to every session and 3,445 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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