game-security-pitfalls

game-security-pitfalls is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 62 tokens per session (1,731 once invoked), scanned A, original, Apache-2.0.

A security review guide for video game code in C#, GDScript, and C++, including Unity, Godot, and Unreal projects. It focuses on multiplayer authority, network messages, purchases, saved games, replays, and code or mod loading.

In plain words
What is it for?
It is for reviewing multiplayer actions, remote procedure calls, leaderboards, trading, in-app purchases, save files, replay files, and client-loaded scripts. It also covers protecting secrets shipped in game builds.
Why use it?
It helps find places where a game client can lie about outcomes, tamper with valuable data, or expose secrets. In multiplayer games, it distinguishes player requests from decisions that the server must verify.

Skill for Claude CodeCodex

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

Good fit It is for reviewing multiplayer actions, remote procedure calls, leaderboards, trading, in-app purchases, save files, replay files, and client-loaded scripts. It also covers protecting secrets shipped in game builds.

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Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/game-security-pitfalls
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-security-pitfalls
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-security-pitfalls

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-security-pitfalls/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/game-security-pitfalls)
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.

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Your own site · 80×15
<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>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,731 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 $0.00062 $0.01731
Opus 5.5 $0.00025 $0.00692
Sonnet 5.5 $0.00012 $0.00346
Haiku 4.5 $0.00006 $0.00173

Measured 4d ago against content hash 78480179e9c7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

catalog/agents/security-agent/skills/game-security-pitfalls/SKILL.md · 120 lines

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.

Read the full file on GitHub · 120 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 · 120 lines · 62 tokens per session scan A 78480179e9c7

Subscribe to this mod's changes

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.