Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add JSungMin/rider-mcp-enforcer/plugin install gamedev-log-analyzerWrote 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/jsungmin/rider-mcp-enforcer/logs)<a href="https://agentmods.dev/skills/jsungmin/rider-mcp-enforcer/logs"><img src="https://agentmods.dev/badge/skills/jsungmin/rider-mcp-enforcer/logs/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/jsungmin/rider-mcp-enforcer/logs"><img src="https://agentmods.dev/badge/skills/jsungmin/rider-mcp-enforcer/logs.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 | $0.00157 | $0.02519 |
| Opus 5 | $0.00078 | $0.01260 |
| Sonnet 5 | $0.00031 | $0.00504 |
| Haiku 4.5 | $0.00016 | $0.00252 |
Grade A, and why
gamedev-log-analyzer 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 10d 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.
This is a copy
100% identical to gamedev-log-analyzer — 0 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.
How it starts
The opening of the file, as written. The whole thing — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
gamedev-log-analyzer — game-engine/build log analysis (CLI)
Read logs through the gamedev-log CLI, never cat/grep/Get-Content the raw file — these logs
are routinely tens of MB and will flood the context. The CLI parses → classifies → deduplicates →
returns a compact, token-capped summary (often ~99% smaller than the raw log).
Format coverage: Unreal runtime + MSVC/UBT/MSBuild/Unity-C# build + JSONL are live-verified (JSONL on a real UE
AIMovementDebug.jsonl). For JSONL,fieldsalso extractsKey=value/Key=(x,y,z)from inside themessageplus top-level keys, so per-frame scalar tracking over a--windowworks. Unity-deep, Godot, Python-logging, and bracketed-level parsing are best-effort from public docs and NOT verified against a specific app's real logs — say so if you report results for those, and rungamedev-log learningsto see what went unparsed.
How to run it
Invoke via Bash using the plugin-root absolute path (no PATH/setup needed; pure Node, no deps):
node "${CLAUDE_PLUGIN_ROOT}/server/cli.js" <command> [--flags]
Quote every path argument (Windows paths/spaces). --help lists everything.
Commands
detect— find editor logs (newest first).--projectPath <dir>(UE: scans<dir>/Saved/Logs, one subdir deep; Unity:Editor.log). Run this first if you don't have a path.summary— severity counts + top categories, no message bodies.--path | --projectPath.search— parse + dedup into templated groups with×count+ locations, severity-sorted, capped.--severityMin Error|Warning|Display(default Warning) ·--query <substr>·--category <Cat>--file <pathfrag>·--groupBy template|callsite|code(callsite = roll up byfile:line, best for "which callsite floods the log"; code = roll up by diagnostic code likeC4996/LNK2019, collapsing a noisy build to one line per code) ·--maxGroups N
diff— compare two logs, emit ONLY the delta (new / gone / count-changed groups; unchanged omitted).--pathA <before> --pathB <after>, or omit both to auto-pick the two newest detected logs. Same filters assearchplus--minDelta N. Token-cheap "what changed since last run?".locate— jump list: just the distinctfile:lineof matched entries (no message bodies), ranked by severity then count.--severityMin Error(default) ·--basename(strip to filename, for Rider's name search) ·--query --category --file --max. The compact handoff for opening source.fields— pull just decisive scalars from dense per-frame trace logs into a compact table.--fields Pawn,Alpha,ts,Pos.x,step:Pos,d:Yaw(forms:Key,Key.x|.y|.z,Key.Y|.P|.R,ts,dts,d:Key,step:Key) ·--query·--window t0,t1·--max N. Biggest win on per-frame logs. Add--statsto collapse to per-columnmin/max/avg/first/last/Δ(one line per field) instead of rows — use it for "what's the range/trend of X over this window?" (even fewer tokens than the table).tail— last N raw lines (escape hatch).--lines N.setup/config— persist/show settings (~/.gamedev-log-analyzer/config.json). Keys:--projectPath --logPath --logMaxBytes --maxGroups --maxLineChars.learnings/learnings-reset— local sanitized parse-coverage report + top unparsed line shapes (new-parser candidates). See Growing format coverage below; a low-coverage file also auto-nudges.savings/savings-reset— local cumulative report of how many tokens you've saved vs dumping raw logs into context. Each analysis also appends a one-line✓ Saved ~N tokens (M× smaller)for big logs.enforce <block|warn|off>(or no arg = status) — log-read enforcement. APreToolUsehook intercepts raw Bash log reads (grep/tail/cat/… over.log/.jsonl/Logs) and unboundedReads of large (≥ 200 KB) logs, steering them here. A slicedRead(offset/limit) always passes — that's the one-step escape when you truly need raw bytes or when a format parses poorly.warn(default) allows + nudges;blockdenies + nudges;offdisables. Env:GDLOG_ENFORCE. If a user hits the block and genuinely wants raw bytes, tell them to re-Read withoffset/limit, orgamedev-log enforce warn|off.
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.
- 10d ago First seen · 140 lines · 157 tokens per session scan A 26176d4d58e8
gamedev-log-analyzer is a skill published in the GitHub repository JSungMin/rider-mcp-enforcer (2 stars, last pushed 3d ago), licensed MIT. It adds 157 tokens to every session and 2,519 once invoked, about $0.0008 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to gamedev-log-analyzer, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
ucai-patterns
Use when the user asks about Claude Code best practices, how to write agents, how to use hooks, how to manage context, or how to work effectively with Claude Code's native systems.
architect
This skill should be used when the user asks to "design system architecture", "evaluate microservices vs monolith", "create architecture diagrams", "analyze dependencies", "choose a database", "plan for scalability", "make technical decisions", or "review system design".
backend
This skill should be used when the user asks to "design REST APIs", "optimize database queries", "implement authentication", "build microservices", "review backend code", "set up GraphQL", "handle database migrations", or "load test APIs".
frontend-design
Use when user asks to build a web component, page, or application, or when the task involves frontend design, HTML/CSS generation, or UI layout. Applies specific rules for typography, OKLCH color, layout, motion, interaction, and UX writing to produce distinctive, production-grade interfaces that avoid generic AI…
lineage
Use when user invokes /lineage with a column name (optionally qualified with table/schema). Also triggers on "trace this column", "where does X come from", "what reads from Y table". Traces column-level data lineage through SQL, Kafka, Spark, JDBC, and ORM codebases. Produces a structured lineage path with confidence…
dependabot-sweep
Use when the user wants to fix, address, clear, or resolve open Dependabot security/vulnerability alerts for a repository, end to end. Fetches open alerts via the gh CLI, fixes them per ecosystem (pnpm/npm overrides + lockfile regen, cargo update, pip/go/bundler), verifies with audit and frozen-lockfile installs, then…