orleans

orleans is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 23 tokens per session (2,023 once invoked), scanned A, original, MIT.

A guide to Microsoft Orleans, a .NET framework for building distributed applications with independent components called grains. It focuses on game servers, server processes called silos, saved state, and multiplayer architecture.

In plain words
What is it for?
Use it when building Orleans-based game servers with player, room, match, or leaderboard state and client-facing APIs.
Why use it?
It helps developers structure multiplayer game servers without having to design every distributed-system pattern from scratch.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it when building Orleans-based game servers with player, room, match, or leaderboard state and client-facing APIs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/orleans
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 MonumentalSystems/Atlas-Agent-Teams --skill orleans
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 orleans

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/orleans/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/orleans)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/orleans"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/orleans/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 orleans

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/orleans"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/orleans.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,023 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 $0.00023 $0.02023
Opus 5 $0.00012 $0.01012
Sonnet 5 $0.00005 $0.00405
Haiku 4.5 $0.00002 $0.00202

Measured 7d ago against content hash 6f9081fd13af, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

orleans 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 7d 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.

teams/game-dev/skills/orleans/SKILL.md · 283 lines

How it starts

The opening of the file, as written. The whole thing — 283 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Microsoft Orleans Game Server Skill

Engine Detection

Look for: .sln with Orleans NuGet packages, *Grain*.cs, *Silo*.cs, Microsoft.Orleans.* in .csproj, ISiloBuilder, IClusterClient

Project Structure

GameServer/
  GameServer.sln
  src/
    GameServer.Grains.Interfaces/    # Grain interfaces (shared)
      IPlayerGrain.cs
      IRoomGrain.cs
      IMatchGrain.cs
      ILeaderboardGrain.cs
    GameServer.Grains/               # Grain implementations
      PlayerGrain.cs
      RoomGrain.cs
      MatchGrain.cs
      LeaderboardGrain.cs
    GameServer.Silo/                 # Silo host configuration
      Program.cs
      SiloConfig.cs
    GameServer.Client/               # Client SDK / API gateway
      Program.cs
      Controllers/
        GameController.cs
    GameServer.Shared/               # Shared types and DTOs
      Models/
        PlayerState.cs
        MatchState.cs
        GameAction.cs
  tests/
    GameServer.Tests/
      PlayerGrainTests.cs
      MatchGrainTests.cs

Grain Pattern (Virtual Actor)

Grains are the core abstraction. Each grain has a unique identity and is single-threaded:

// Interface - GameServer.Grains.Interfaces/IPlayerGrain.cs
public interface IPlayerGrain : IGrainWithStringKey
{
    Task<PlayerState> GetState();
    Task JoinRoom(string roomId);
    Task LeaveRoom();
    Task<bool> TakeDamage(float amount, string attackerId);
    Task UpdatePosition(Vector3 position, Quaternion rotation);
}

// Implementation - GameServer.Grains/PlayerGrain.cs
public class PlayerGrain : Grain, IPlayerGrain
{
    private readonly IPersistentState<PlayerState> _state;
    private readonly ILogger<PlayerGrain> _logger;
    private IDisposable? _heartbeatTimer;

    public PlayerGrain(
        [PersistentState("player", "gameStore")]
        IPersistentState<PlayerState> state,
        ILogger<PlayerGrain> logger)
    {
        _state = state;
        _logger = logger;
    }

    public override async Task OnActivateAsync(CancellationToken ct)
    {
        _logger.LogInformation("Player {Id} activated", this.GetPrimaryKeyString());
        _heartbeatTimer = this.RegisterGrainTimer(
            Heartbeat, TimeSpan.FromSeconds(30), TimeSpan.FromSeconds(30));
        await base.OnActivateAsync(ct);
    }

    public override async Task OnDeactivateAsync(DeactivationReason reason, CancellationToken ct)
    {
        _heartbeatTimer?.Dispose();
        await _state.WriteStateAsync();
        await base.OnDeactivateAsync(reason, ct);
    }

    public Task<PlayerState> GetState() => Task.FromResult(_state.State);

    public async Task JoinRoom(string roomId)
    {
        var room = GrainFactory.GetGrain<IRoomGrain>(roomId);
        await room.AddPlayer(this.GetPrimaryKeyString());
        _state.State.CurrentRoomId = roomId;
        await _state.WriteStateAsync();
    }

    public async Task<bool> TakeDamage(float amount, string attackerId)
    {
        _state.State.Health -= amount;
        if (_state.State.Health <= 0)
        {
            _state.State.Health = 0;
            _state.State.IsAlive = false;
            await _state.WriteStateAsync();

            // Notify the room
            if (_state.State.CurrentRoomId is not null)
            {
                var room = GrainFactory.GetGrain<IRoomGrain>(_state.State.CurrentRoomId);
                await room.OnPlayerDeath(this.GetPrimaryKeyString(), attackerId);
            }
            return true; // Player died
        }
        await _state.WriteStateAsync();
        return false;
    }

    private Task Heartbeat()
    {
        _state.State.LastHeartbeat = DateTime.UtcNow;
        return _state.WriteStateAsync();
    }
}

Read the full file on GitHub · 283 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. 7d ago First seen · 283 lines · 23 tokens per session scan A 6f9081fd13af

Subscribe to this mod's changes

orleans is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 1mo ago), licensed MIT. It adds 23 tokens to every session and 2,023 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 2026-09-03.

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