Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/bullish0x/GameStudionpx agentmods add skills/bullish0x/gamestudio/ecs-eventsWrote 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.
[](https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-events/github.svg" alt="Measured on agentmods" height="20"></a>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.
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-events.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00023 | $0.04552 |
| Opus 5 | $0.00012 | $0.02276 |
| Sonnet 5 | $0.00005 | $0.00910 |
| Haiku 4.5 | $0.00002 | $0.00455 |
Grade A, and why
ecs-events 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 7d 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.
How it starts
The opening of the file, as written. The whole thing — 785 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECS Events
When to Use
Use this skill when:
- Systems need to communicate without tight coupling
- Implementing reactive game logic
- Broadcasting state changes
- Triggering animations or effects
- Handling user input events
- Coordinating between systems
Core Principles
- Loose Coupling: Systems don't directly reference each other
- Type Safety: Events are strongly typed
- Queue-Based: Events processed in order
- Frame-Delayed: Events from frame N processed in frame N+1
- No Return Values: Events are fire-and-forget
- Hierarchical: Support event bubbling and capturing
Event System Implementation
1. Event Base Classes
// events/Event.ts
export interface Event {
readonly type: string;
readonly timestamp: number;
cancelled?: boolean;
}
export abstract class BaseEvent implements Event {
readonly timestamp: number;
cancelled = false;
constructor() {
this.timestamp = performance.now();
}
get type(): string {
return this.constructor.name;
}
cancel(): void {
this.cancelled = true;
}
}
// Example events
export class EntityDestroyedEvent extends BaseEvent {
constructor(public readonly entity: Entity) {
super();
}
}
export class CollisionEvent extends BaseEvent {
constructor(
public readonly entityA: Entity,
public readonly entityB: Entity,
public readonly point: Vector3,
public readonly normal: Vector3
) {
super();
}
}
export class DamageEvent extends BaseEvent {
constructor(
public readonly target: Entity,
public readonly source: Entity | null,
public readonly amount: number,
public readonly damageType: string
) {
super();
}
}
export class InputEvent extends BaseEvent {
constructor(
public readonly action: string,
public readonly pressed: boolean
) {
super();
}
}
2. Event Bus
// events/EventBus.ts
type EventHandler<T extends Event> = (event: T) => void;
type EventType<T extends Event> = new (...args: any[]) => T;
export class EventBus {
private listeners = new Map<string, Set<EventHandler<any>>>();
private eventQueue: Event[] = [];
private processingQueue: Event[] = [];
private isProcessing = false;
// Subscribe to events
on<T extends Event>(
eventType: EventType<T>,
handler: EventHandler<T>
): () => void {
const typeName = eventType.name;
let handlers = this.listeners.get(typeName);
if (!handlers) {
handlers = new Set();
this.listeners.set(typeName, handlers);
}
handlers.add(handler);
// Return unsubscribe function
return () => {
const handlers = this.listeners.get(typeName);
if (handlers) {
handlers.delete(handler);
if (handlers.size === 0) {
this.listeners.delete(typeName);
}
}
};
}
// Unsubscribe from events
off<T extends Event>(
eventType: EventType<T>,
handler: EventHandler<T>
): void {
const typeName = eventType.name;
const handlers = this.listeners.get(typeName);
if (handlers) {
handlers.delete(handler);
if (handlers.size === 0) {
this.listeners.delete(typeName);
}
}
}
// Emit event (queued for next frame)
emit<T extends Event>(event: T): void {
if (this.isProcessing) {
// If we're currently processing events, add to next frame's queue
this.eventQueue.push(event);
} else {
this.eventQueue.push(event);
}
}
// Emit event immediately (use sparingly)
emitImmediate<T extends Event>(event: T): void {
this.dispatchEvent(event);
}
// Process all queued events
processEvents(): void {
if (this.isProcessing) {
console.warn('Already processing events');
return;
}
// Swap queues
this.processingQueue = this.eventQueue;
this.eventQueue = [];
this.isProcessing = true;
// Process all events
for (const event of this.processingQueue) {
if (!event.cancelled) {
this.dispatchEvent(event);
}
}
this.processingQueue = [];
this.isProcessing = false;
}
private dispatchEvent(event: Event): void {
const handlers = this.listeners.get(event.type);
if (handlers) {
for (const handler of handlers) {
handler(event);
if (event.cancelled) break;
}
}
}
// Clear all listeners
clear(): void {
this.listeners.clear();
this.eventQueue = [];
this.processingQueue = [];
}
// Get statistics
getStats(): { listeners: number; queuedEvents: number } {
let totalListeners = 0;
this.listeners.forEach((handlers) => {
totalListeners += handlers.size;
});
return {
listeners: totalListeners,
queuedEvents: this.eventQueue.length,
};
}
}
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.
- 7d ago First seen · 785 lines · 23 tokens per session scan A 681233ba4a03
ecs-events is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 23 tokens to every session and 4,552 once invoked, about $0.0001 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 2026-09-03.
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