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 metaspartan/cybara --skill game-networkinggit clone --depth 1 https://github.com/metaspartan/cybaraWrote 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/metaspartan/cybara/game-networking)<a href="https://agentmods.dev/skills/metaspartan/cybara/game-networking"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/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.
<a href="https://agentmods.dev/skills/metaspartan/cybara/game-networking"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00040 | $0.00518 |
| Opus 5 | $0.00020 | $0.00259 |
| Sonnet 5 | $0.00008 | $0.00104 |
| Haiku 4.5 | $0.00004 | $0.00052 |
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 9d 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 — 41 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game networking
Establish the network contract
Identify the engine and transport, topology, authority model, tick rate, maximum players, matchmaking or lobby flow, session ownership, persistence boundary, platform services, trust boundary, and latency target. Trace one complete player action from local input through simulation, transport, authoritative resolution, replication, and remote presentation.
Architecture rules
- Keep authoritative game state distinct from predicted and rendered state.
- Send player intent rather than trusting client-computed outcomes.
- Define ownership, relevance, reliability, ordering, and update frequency for each replicated value.
- Bound message sizes, queue growth, retries, entity counts, and reconnect history.
- Make protocol and saved-state compatibility explicit before changing serialized messages.
- Keep fixed simulation time separate from render frame rate and network arrival time.
- Treat names, chat, lobby metadata, remote procedure calls, and custom payloads as untrusted input.
- Never expose server secrets, platform credentials, administrative commands, or private player data to clients.
Player experience
Choose interpolation, extrapolation, client prediction, reconciliation, lag compensation, or rollback according to the game mechanic rather than applying every technique globally. Preserve responsive local feedback while making corrections bounded and observable. Design join, leave, host migration, reconnect, timeout, version mismatch, and server shutdown states instead of treating disconnects as exceptional UI.
Verification
- Run deterministic simulation and protocol serialization tests.
- Exercise two or more real clients against the normal server process.
- Verify authority by sending invalid, duplicated, reordered, stale, oversized, and unauthorized actions.
- Test join-in-progress, reconnect, timeout, full lobby, version mismatch, and graceful shutdown.
- Inject representative latency, jitter, loss, duplication, reordering, and bandwidth limits.
- Observe prediction error, correction distance, rollback depth, queue size, packet rate, bandwidth, server tick time, and memory.
- Repeat the core loop in a packaged build on each platform network stack in scope.
- Run a sustained session long enough to expose retained entities, abandoned connections, and growing buffers.
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.
- 9d ago First seen · 41 lines · 40 tokens per session scan A 60ec5926f470
game-networking is a skill published in the GitHub repository metaspartan/cybara (30 stars, last pushed today), licensed MIT. It adds 40 tokens to every session and 518 once invoked, about $0.0002 per session on Opus 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 2026-09-03.
Other skills, from other repositories
ecc-api-patterns
FastAPI best practices covering project structure, Pydantic v2 schemas, dependency injection, async handlers, authentication, authorization, transactional service layers, and testing with httpx and pytest. Use when building or reviewing FastAPI apps — Pydantic schemas, dependencies, async handlers, auth, or tests.
ecc-api-design
REST API design patterns including resource naming, status codes, pagination, filtering, error responses, versioning, and rate limiting for production APIs. Use when designing or reviewing REST endpoints, resource names, status codes, pagination, or versioning.
eliza-cloud
Use when the task involves Eliza Cloud or elizaOS Cloud as a managed backend, app platform, deployment target, billing layer, or monetization surface. The catch-all skill for any user request about THEIR existing apps / containers / earnings / credits / api-keys / analytics / billing / payment requests / payouts …
chat-sdk
Build multi-platform chat bots with Chat SDK (chat npm package). Use when developers want to (1) Build a Slack, Teams, Google Chat, Discord, Telegram, GitHub, Linear, or WhatsApp bot, (2) Use Chat SDK to handle mentions, direct messages, subscribed threads, reactions, slash commands, cards, modals, files, or AI…
workflow
Creates durable, resumable workflows using Vercel's Workflow DevKit. Use when building workflows that need to survive restarts, pause for external events, retry on failure, or coordinate multi-step operations over time. Triggers on mentions of "workflow", "durable functions", "resumable", "workflow devkit", or…
ai-sdk
Answer questions about the AI SDK and help build AI-powered features. Use when developers: (1) Ask about AI SDK functions like generateText, streamText, ToolLoopAgent, embed, or tools, (2) Want to build AI agents, chatbots, RAG systems, or text generation features, (3) Have questions about AI providers (OpenAI…