game-networking

game-networking is a skill for Claude Code, Codex from metaspartan/cybara. It costs 40 tokens per session (518 once invoked), scanned A, original, MIT.

A guide for building and testing multiplayer game networking, including how players connect, share state, reconnect, and handle unreliable networks.

In plain words
What is it for?
Use it to design multiplayer architecture, replication, prediction, rollback, lobbies, reconnects, security boundaries, and network testing.
Why use it?
It helps keep the server authoritative and prevents untrusted clients, oversized messages, or timing differences from corrupting game state.

Skill for Claude CodeCodex

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

Good fit Use it to design multiplayer architecture, replication, prediction, rollback, lobbies, reconnects, security boundaries, and network testing.

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Install with agentmods
npx agentmods add skills/metaspartan/cybara/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 metaspartan/cybara --skill game-networking
Clone the repo
git clone --depth 1 https://github.com/metaspartan/cybara

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/metaspartan/cybara/game-networking/github.svg)](https://agentmods.dev/skills/metaspartan/cybara/game-networking)
Your own site
<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.

agentmods 80×15 button for game-networking

Your own site · 80×15
<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>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 518 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00040 $0.00518
Opus 5 $0.00020 $0.00259
Sonnet 5 $0.00008 $0.00104
Haiku 4.5 $0.00004 $0.00052

Measured 9d ago against content hash 60ec5926f470, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, 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 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.

plugins/game-development/skills/game-networking/SKILL.md · 41 lines

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

  1. Run deterministic simulation and protocol serialization tests.
  2. Exercise two or more real clients against the normal server process.
  3. Verify authority by sending invalid, duplicated, reordered, stale, oversized, and unauthorized actions.
  4. Test join-in-progress, reconnect, timeout, full lobby, version mismatch, and graceful shutdown.
  5. Inject representative latency, jitter, loss, duplication, reordering, and bandwidth limits.
  6. Observe prediction error, correction distance, rollback depth, queue size, packet rate, bandwidth, server tick time, and memory.
  7. Repeat the core loop in a packaged build on each platform network stack in scope.
  8. Run a sustained session long enough to expose retained entities, abandoned connections, and growing buffers.

Read the full file on GitHub · 41 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. 9d ago First seen · 41 lines · 40 tokens per session scan A 60ec5926f470

Subscribe to this mod's changes

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.

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