arcadedb: Skill for Claude Code

.claude/skills/engine-concurrency/SKILL.md

engine-concurrency is a skill for Claude Code from ArcadeData/arcadedb. It costs 79 tokens per session (3,572 once invoked), scanned A, original, Apache-2.0.

Guidance for handling parallel work in the ArcadeDB database engine and server code. Parallel work means running independent tasks at the same time.

In plain words
What is it for?
Use it when adding, reviewing, or debugging concurrency in ArcadeDB, including thread-pool sizing, saturation behavior, lock-free reads, locking, metrics, and forked work.
Why use it?
It helps developers choose the correct thread pools, avoid blocking shared system resources, and apply the project's locking and monitoring rules.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ArcadeData/arcadedb's own configuration. It tells Claude Code how to work on arcadedb itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything arcadedb configures →

About the project

ArcadeDB is a database management system that stores and works with several kinds of data, including graph, document, key-value, time-series, geospatial, and vector data. It is used by applications that need one database supporting interfaces such as SQL, Cypher, Gremlin, HTTP/JSON, MongoDB, and Redis. The catalogue add-on operates ArcadeDB.

ArcadeData/arcadedb · 1,225 stars · on GitHub · arcadedb.com

Reuse

Borrowing it

Nothing to install: this file belongs to ArcadeData/arcadedb. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ArcadeData/arcadedb/main/.claude/skills/engine-concurrency/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ArcadeData/arcadedb

Made for: Claude Code.

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 engine-concurrency

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for engine-concurrency

Your own site · 80×15
<a href="https://agentmods.dev/skills/arcadedata/arcadedb/engine-concurrency"><img src="https://agentmods.dev/badge/skills/arcadedata/arcadedb/engine-concurrency.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,572 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Rogue Agent · line 41
    Skill establishes unauthorized persistence across sessions via cron jobs, startup scripts, or state files. Session persistence allows an attacker to maintain access beyond the current interaction.
    Fix: Remove any persistence mechanisms (cron jobs, startup scripts, state files). Skills should not maintain state across sessions without explicit user consent.
How audits are shown
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 5.1 $0.00079 $0.03572
Opus 5.5 $0.00032 $0.01429
Sonnet 5.5 $0.00016 $0.00714
Haiku 4.5 $0.00008 $0.00357

Measured 9d ago against content hash e1ec3adca9c8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

engine-concurrency 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 9d 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.

.claude/skills/engine-concurrency/SKILL.md · 126 lines

How it starts

The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Engine Concurrency and Parallelism

Core principle: ArcadeDB avoids the JDK common ForkJoinPool (ForkJoinPool.commonPool()) for engine-internal parallelism. The common pool is shared with user-supplied code (Gremlin, Polyglot, custom SQL functions, application JVM) and JDK internals (parallel GC, reference handler), so long-running engine work submitted there starves user code and JDK housekeeping. Engine code that needs parallelism submits to one of the dedicated pools below; the rule is documented at the head of com.arcadedb.query.QueryEngineManager's class Javadoc.

Existing JDK-common-pool callers (tagged in source with NOTE (concurrency) comments referencing the rule, will migrate as workloads justify it):

  • GraphBatch.parallelSort (engine/...graph/GraphBatch.java)

ArcadeStateMachine.notifyInstallSnapshotFromLeader was on this list until issue #6202 gave it a dedicated single-worker executor (arcadedb-raft-snapshot-install); a follower snapshot install is a full database download, i.e. the longest-running thing the HA layer does, and it no longer parks a common-pool worker for it.

Dedicated thread pools

Pool Module Purpose Sizing Saturation policy
QueryEngineManager JVM-wide pool engine Query-time parallelism: graph algorithms (parallelForRange), parallel index scans, anything that forks query work arcadedb.queryParallelismPoolThreads (default max(2, CPU)) Bounded queue (arcadedb.queryParallelismQueueSize, default 1024), caller-runs rejection, throttled WARNING (60s window)
SparseVectorScoringPool engine Reserved for per-segment parallel scoring of LSM_SPARSE_VECTOR top-K (dispatch wiring deferred to issue #4085) arcadedb.sparseVectorScoringPoolThreads (default max(2, CPU)), 1024 queue; lazy-init via Holder idiom Bounded queue, caller-runs, throttled WARNING
ParallelScanProducerPool engine The BLOCKING producer tasks of a parallel bucket scan (FetchFromTypeExecutionStep.syncPullParallel) arcadedb.parallelScanProducerPoolThreads (default max(2, CPU)) Deviation: unbounded queue and NO caller-runs - caller-runs on a blocking producer is the #4948 self-deadlock. Back-pressure comes from each query's bounded RESULT queue; queue_depth is the saturation signal
AsyncCommandPool engine Commands dispatched with awaitResponse=false that parse to DDL, which cannot run on an async worker (#6303 item 3) arcadedb.asyncCommandPoolThreads (default max(2, CPU)), arcadedb.asyncCommandQueueSize (default 1024) Bounded queue, caller-runs even on a shut-down pool (there is no future to cancel and the submitter has already counted the command as in flight), throttled WARNING
DatabaseAsyncExecutor engine Per-database async ops (background scheduled tasks, async commit) arcadedb.asyncWorkerThreads (default CPU - 1, min 1) Bounded queue (arcadedb.asyncOperationsQueueSize, default 1024)
PageManagerFlushThread engine Dedicated single thread for paginated-component page writes 1 thread Backpressure via arcadedb.maxRAMForPageRamUsageInMB
TransactionManager.HousekeepingScheduler engine Periodic WAL housekeeping (rotation, idle WAL release, drop of retired WAL files) of EVERY database of the JVM, one fixed-delay task per database (issue #10234; it used to be a java.util.Timer thread per database) 2 daemon threads ArcadeDB WAL Housekeeping-N, JVM-wide, lazy (Holder idiom) n/a: a fixed-delay task per open database, removed on cancel; a slow pass delays only the next pass of the same database while the other thread serves the rest. Never shut down (daemon threads) and not wired to Micrometer: a pass over 10 s logs a WARNING, over one period a FINE line; measured at about 1 us per database per tick
TimeSeriesEngine pool engine Time-series rollup work configurable n/a
BackupScheduler server Cron-style backup jobs scheduled executor n/a
MaterializedViewScheduler server Cron-style MV refresh scheduled executor n/a
Raft HA pools ha-raft Leader election, log replication configurable in Raft conf n/a
ArcadeStateMachine.snapshotInstallExecutor ha-raft Leader-initiated follower snapshot install, off the Ratis state-machine thread 1 worker, 16-deep queue (Ratis serialises installs per division) Abort, turned into a failed future so Ratis retries - never caller-runs, which would put the download back on the Ratis thread
IndexWarmUpScheduler engine Warms, in the background, the vector indexes a schema reload re-created cold (issue #10021): a debounced daemon thread that exists only while there is work, one index at a time 1 thread per LocalSchema, arcadedb.vectorIndex.warmUpAfterSchemaReloadDelayMs debounce (default 1 s, -1 off) Deviation: not a DedicatedThreadPool, whose caller-runs saturation would run the load on the Ratis apply thread this work is moved off. A newer request replaces a waiting one and abandons the rest of a running batch, so nothing queues; close() interrupts and joins for at most 5 s
ServerSecurity.permissionsRefreshExecutor server Re-deriving the cached per-database permissions after a group document arrives over HA replication, off the Raft state-machine apply thread (issue #7510) core 0 (an idle server carries no thread) / max 1, 30 s keep-alive, 1-deep queue Drop, logged at FINE - and that is coalescing, not loss: the task reads the group document when it RUNS, and the new document is published before the submit, so the one already queued covers every change dropped behind it
QueryWarmUp server Warms the query stack once the server is ONLINE - a SQL parse, SELECT 1 and RETURN 1 on an open database - so the first client request does not pay for loading it (issue #10218) 1 daemon thread ArcadeDB Query Warm-Up at MIN_PRIORITY, started once and ended when done; arcadedb.server.queryWarmUp (default on) n/a: runs once
Undertow IO + worker server HTTP request handling hardcoded 500 worker threads Undertow built-in
ServerMonitor server Periodic metric collection scheduled executor n/a

Read the full file on GitHub · 126 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. 9d ago Changed · +1 lines e1ec3adca9c8
  2. 14d ago Changed · +1 lines b1ff61054681
  3. 1mo ago Changed · +6 lines e3e05f0c4bf2
  4. 1mo ago Changed · +1 lines 94762e09e4f3
  5. 2mo ago First seen · 117 lines · 79 tokens per session scan A 8ab88048bda2

Subscribe to this mod's changes

engine-concurrency is a skill published in the GitHub repository ArcadeData/arcadedb (1,225 stars, last pushed today), licensed Apache-2.0. It adds 79 tokens to every session and 3,572 once invoked, about $0.0003 per session on Opus 5.5. 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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