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 agentmods add skills/misonl/ling/multiplayernpx skills add MisonL/Ling --skill multiplayergit clone --depth 1 https://github.com/MisonL/LingWhat 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 | $0.00015 | $0.00869 |
| Opus 5 | $0.00008 | $0.00434 |
| Sonnet 5 | $0.00003 | $0.00174 |
| Haiku 4.5 | $0.00002 | $0.00087 |
Grade A, and why
multiplayer 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 2d 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.
What it actually says
多人游戏开发
网络架构与同步原则。
1. 架构选择
决策树
什么类型的多人游戏?
|
+-- 竞技 / 实时
| +-- Dedicated Server(专用服务器,权威)
|
+-- 合作 / 休闲
| +-- Host-based(基于主机,一个玩家作为服务器)
|
+-- 回合制
| +-- Client-server(客户端-服务器,简单)
|
+-- 大型(MMO)
+-- 分布式服务器
比较
| 架构 | 延迟 | 成本 | 安全性 |
|---|---|---|---|
| Dedicated(专用) | 低 | 高 | 强 |
| P2P | 可变 | 低 | 弱 |
| Host-based(主机) | 中 | 低 | 中 |
2. 同步原则
状态 vs 输入
| 方法 | 同步什么 | 最适合 |
|---|---|---|
| State Sync(状态同步) | 游戏状态 | 简单、对象少 |
| Input Sync(输入同步) | 玩家输入 | 动作游戏 |
| Hybrid(混合) | 两者 | 大多数游戏 |
延迟补偿
| 技术 | 目的 |
|---|---|
| Prediction(预测) | 客户端预测服务器 |
| Interpolation(插值) | 平滑远程玩家 |
| Reconciliation(和解) | 修正错误预测 |
| Lag compensation(延迟补偿) | 回滚以进行命中检测 |
3. 网络优化
带宽减少
| 技术 | 节省 |
|---|---|
| Delta compression(增量压缩) | 仅发送变化 |
| Quantization(量化) | 降低精度 |
| Priority(优先级) | 重要数据优先 |
| Area of interest(兴趣区域) | 仅附近实体 |
更新率
| 类型 | 速率 |
|---|---|
| 位置 | 20-60 Hz |
| 生命值 | 变化时 |
| 库存 | 变化时 |
| 聊天 | 发送时 |
4. 安全原则
服务器权威
客户端: "我击中了敌人"
服务器: 验证 -> 抛射物真的击中了吗?
-> 玩家处于有效状态吗?
-> 时间上可能吗?
反作弊
| 作弊 | 预防 |
|---|---|
| Speed hack(速度挂) | 服务器验证移动 |
| Aimbot(自瞄) | 服务器验证视线 |
| Item dupe(复制物品) | 服务器拥有库存 |
| Wall hack(透视) | 不发送隐藏数据 |
5. 匹配
考量因素
| 因素 | 影响 |
|---|---|
| Skill(技能) | 公平比赛 |
| Latency(延迟) | 可玩的连接 |
| Wait time(等待时间) | 玩家耐心 |
| Party size(队伍大小) | 组队游玩 |
6. 反模式
| [FAIL] 禁止 | [OK] 推荐 |
|---|---|
| 信任客户端 | 服务器是权威 |
| 发送一切 | 仅发送必要的 |
| 忽略延迟 | 为 100-200ms 设计 |
| 同步精确位置 | 插值/预测 |
记住: 永远不要信任客户端。服务器是真理之源。
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.
- 2d ago First seen · 133 lines · 15 tokens per session scan A 9273442fc1bb
multiplayer is a skill published in the GitHub repository MisonL/Ling (9 stars, last pushed 5mo ago), licensed MIT. It adds 15 tokens to every session and 869 once invoked, about $0.0001 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 2026-08-31.
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