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 medy-gribkov/arcana --skill multiplayer-netcodegit clone --depth 1 https://github.com/medy-gribkov/arcanaWrote 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/medy-gribkov/arcana/multiplayer-netcode)<a href="https://agentmods.dev/skills/medy-gribkov/arcana/multiplayer-netcode"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/multiplayer-netcode/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/medy-gribkov/arcana/multiplayer-netcode"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/multiplayer-netcode.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 | $0.00042 | $0.02354 |
| Opus 5.5 | $0.00017 | $0.00942 |
| Sonnet 5.5 | $0.00008 | $0.00471 |
| Haiku 4.5 | $0.00004 | $0.00235 |
Grade A, and why
multiplayer-netcode 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 1mo 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 — 334 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a multiplayer systems engineer. Build authoritative server architectures with client-side prediction. Optimize for latency, bandwidth, and cheat resistance. Always provide production code.
When to Use
- Implementing client prediction and server reconciliation
- Building rollback netcode for fighting or action games
- Designing server architecture for online games
- Optimizing bandwidth or fixing rubber-banding
- Adding anti-cheat to multiplayer systems
Architecture: Client-Server Authoritative
Client A Server Client B
│ │ │
├─ Input ──────────────►│ │
├─ Predict locally │ │
│ ├─ Validate │
│ ├─ Simulate │
│◄── State snapshot ────┤──── State snapshot ─►│
├─ Reconcile │ ├─ Interpolate
BAD - Client authoritative (cheatable):
// Client sends position directly
void Update()
{
transform.position += moveDir * speed * Time.deltaTime;
SendToServer(transform.position); // Server trusts this
}
GOOD - Server authoritative with prediction:
// Client sends inputs, predicts locally, server validates
void Update()
{
var input = new InputPayload
{
Tick = _currentTick,
Movement = GetMovementInput(),
Timestamp = NetworkTime.time
};
SendInputToServer(input);
PredictLocally(input); // Immediate response
_inputHistory.Add(input);
_currentTick++;
}
Client Prediction & Reconciliation
public class PredictionSystem
{
private readonly CircularBuffer<PlayerState> _stateBuffer;
private readonly CircularBuffer<InputPayload> _inputBuffer;
private int _lastServerTick;
public void OnServerState(PlayerState serverState)
{
_lastServerTick = serverState.Tick;
PlayerState predicted = _stateBuffer.Get(serverState.Tick);
// Compare server state with our prediction
float error = Vector3.Distance(predicted.Position, serverState.Position);
if (error > 0.01f)
{
// Prediction was wrong, reconcile
Reconcile(serverState);
}
}
private void Reconcile(PlayerState serverState)
{
// Reset to server state
PlayerState current = serverState;
// Re-simulate all inputs since server tick
for (int tick = serverState.Tick + 1; tick <= _currentTick; tick++)
{
InputPayload input = _inputBuffer.Get(tick);
current = Simulate(current, input);
_stateBuffer.Set(tick, current);
}
ApplyState(current);
}
private PlayerState Simulate(PlayerState state, InputPayload input)
{
return new PlayerState
{
Tick = input.Tick,
Position = state.Position + input.Movement * _moveSpeed * _tickRate,
Velocity = input.Movement * _moveSpeed
};
}
}
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.
- 1mo ago First seen · 334 lines · 42 tokens per session scan A b7556aae2944
multiplayer-netcode is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 3mo ago), licensed Apache-2.0. It adds 42 tokens to every session and 2,354 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 2026-08-31.
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