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.
npx skills add makifbaysal/tasktrooper --skill game-security-pitfallsgit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/game-security-pitfalls)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-security-pitfalls"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-security-pitfalls/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/makifbaysal/tasktrooper/game-security-pitfalls"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-security-pitfalls.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 | $0.00062 | $0.01731 |
| Opus 5.5 | $0.00025 | $0.00692 |
| Sonnet 5.5 | $0.00012 | $0.00346 |
| Haiku 4.5 | $0.00006 | $0.00173 |
Grade A, and why
game-security-pitfalls 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.
How it starts
The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Security Pitfalls
Overview
Everything in the client — memory, files, packets — belongs to the player. That makes most single-player cheating a non-finding (attacker and victim are the same person) and makes everything that affects other players or real money a real one: multiplayer outcomes, leaderboards, trading, purchases, shared content.
Core principle: clients send intent ("move north", "fire toward x"), the server decides outcomes ("hit for 37"). Any message that carries an outcome is a finding when other players depend on it.
1. Server Authority (CWE-602)
// ❌ Unity Netcode for GameObjects: any client can call it, and it reports the result
[ServerRpc(RequireOwnership = false)]
void ApplyDamageServerRpc(ulong targetId, int damage) { players[targetId].Health -= damage; }
// ✅ the client sends intent; the server checks the sender and computes the outcome
[Rpc(SendTo.Server)]
void FireRpc(Vector3 direction, RpcParams rpcParams = default) {
var shooter = PlayerFor(rpcParams.Receive.SenderClientId);
if (!shooter.CanFire()) return;
weapons.ResolveShot(shooter, direction.normalized);
}
# ❌ Godot: any peer may call it and claim any score
@rpc("any_peer")
func submit_score(player_id: int, score: int) -> void:
scores[player_id] = score
# ✅ identity from the transport, outcome from server state
@rpc("any_peer", "reliable")
func request_finish_level() -> void:
var id := multiplayer.get_remote_sender_id()
scores[id] = compute_score(id)
// ❌ Unreal: the validation function accepts everything
bool AMyCharacter::ServerSetHealth_Validate(float NewHealth) { return true; }
// ✅ no client-settable health; server RPCs carry inputs and validate ranges
bool AMyCharacter::ServerUseItem_Validate(int32 Slot) { return Slot >= 0 && Slot < Inventory.Num(); }
Also: Mirror [Command(requiresAuthority = false)] acting on objects the caller does not own; a client-authoritative transform with no server-side speed or teleport check in a competitive mode.
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.
- 4d ago First seen · 120 lines · 62 tokens per session scan A 78480179e9c7
game-security-pitfalls is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 62 tokens to every session and 1,731 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.
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