game-networking

game-networking is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 58 tokens per session (1,706 once invoked), scanned A, original, Apache-2.0.

A multiplayer networking design in which the server or host checks what players request and decides the actual game state. It covers client prediction, correction, interpolation, lockstep, rollback, versioned messages, and bandwidth concerns.

In plain words
What is it for?
Use it for multiplayer movement, combat, matchmaking flows, remote procedure calls, and synchronised game state. It helps choose a networking model and validate messages on the server.
Why use it?
It reduces cheating and prevents clients from directly claiming outcomes such as hits, teleports, or purchases. It also addresses the delay players see between sending input and seeing the result.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for multiplayer movement, combat, matchmaking flows, remote procedure calls, and synchronised game state. It helps choose a networking model and validate messages on the server.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/game-networking
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.

Any agent
npx skills add makifbaysal/tasktrooper --skill game-networking
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

Made for: Claude Code, Codex.

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 game-networking

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-networking/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/game-networking)
Your own site
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-networking"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-networking/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.

agentmods 80×15 button for game-networking

Your own site · 80×15
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-networking"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,706 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.
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 $0.00058 $0.01706
Opus 5.5 $0.00023 $0.00682
Sonnet 5.5 $0.00012 $0.00341
Haiku 4.5 $0.00006 $0.00171

Measured 4d ago against content hash ef745d08b468, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-networking 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.

catalog/agents/game-developer/skills/game-networking/SKILL.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Networking

Overview

In a multiplayer game every client is running on a machine you do not control. Whatever a client can send, a cheater will send — teleports, infinite ammo, a hit on someone behind a wall, a purchase with money they do not have. The server (or host) owns the truth; clients send what the player wants to do and render what the server says happened, predicting locally so it still feels instant.

Core principle: Clients send inputs and intents, never outcomes. The authority validates every message before it changes state.

Pick the model the design needs (the repository has usually picked already)

Model Fits Cost
Authoritative server + client prediction + reconciliation + interpolation of others Shooters, action, most online games Server hosting; prediction code
Deterministic lockstep (send only inputs) RTS with thousands of units Every peer must simulate bit-identically; latency = slowest peer
Rollback (predict remote inputs, rewind and re-simulate on correction) Fighting games, precise 1v1 Fully deterministic, cheap-to-clone state
Listen server / host-authoritative Co-op, small sessions Host can cheat; host migration

Stacks: Unity — Netcode for GameObjects, Netcode for Entities, or the Mirror/FishNet/Photon the repo already uses; Unreal — built-in replication (Iris on newer projects that enabled it); Godot — high-level multiplayer (@rpc, MultiplayerSpawner, MultiplayerSynchronizer); web — Colyseus, or WebSocket/WebRTC servers; Bevy — lightyear, bevy_replicon, bevy_ggrs (rollback). Never add a second networking stack beside the one in use.

Validate on the authority — per engine

// Unreal: server RPC with validation; returning false from _Validate disconnects the caller
UFUNCTION(Server, Reliable, WithValidation)
void ServerFire(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime);

bool AShooterCharacter::ServerFire_Validate(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime) {
    return Direction.IsNormalized() && FMath::IsFinite(ClientTime);
}
void AShooterCharacter::ServerFire_Implementation(FVector_NetQuantize Origin, FVector_NetQuantizeNormal Direction, float ClientTime) {
    if (!Weapon->CanFire(GetWorld()->GetTimeSeconds())) return;                       // server's cooldown
    if (FVector::Dist(Origin, GetPawnViewLocation()) > MaxOriginError) return;        // origin near the server's view
    Weapon->FireServerAuthoritative(Origin, Direction);                               // server traces the hit
}

Read the full file on GitHub · 115 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 · 115 lines · 58 tokens per session scan A ef745d08b468

Subscribe to this mod's changes

game-networking is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 58 tokens to every session and 1,706 once invoked, about $0.0002 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 2026-10-09.