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 MonumentalSystems/Atlas-Agent-Teams --skill orleansgit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/orleans)<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.
<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>- 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 | $0.00023 | $0.02023 |
| Opus 5.5 | $0.00009 | $0.00809 |
| Sonnet 5.5 | $0.00005 | $0.00405 |
| Haiku 4.5 | $0.00002 | $0.00202 |
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 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 — 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();
}
}
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 · 283 lines · 23 tokens per session scan A 6f9081fd13af
orleans is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (34 stars, last pushed 2mo ago), licensed MIT. It adds 23 tokens to every session and 2,023 once invoked, about $0.0001 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 2026-09-03.
Other skills, from other repositories
scenario-godot-multiplayer
Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpcid, anypeer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth…
league-akari-sgp-data-source
Use when implementing or reviewing League Akari SGP/LCU data-source selection, SGP API clients, League Servers remote config, Tencent cross-region queries, token handling, or per-feature SGP interoperability.
csharp-godot
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop.
web-services
Use when calling web APIs or backends from Godot — HTTPRequest, REST/JSON clients, auth headers, downloads, TLS, WebSocketPeer clients, retries, and keeping secrets out of the build.
gamedev-multiplayer
Use when adding multiplayer or netcode to a game — client-server vs P2P, server authority and anti-cheat, state replication vs RPCs, prediction and reconciliation, lag compensation, plus Godot 4 / Unity NGO / Unreal wiring. NOT single-player gameplay (that is godot, unity, unreal), NOT matchmaking or server hosting…
cloudflare-durable-objects
Cloudflare Durable Objects for stateful coordination and real-time apps. Use for chat, multiplayer games, WebSocket hibernation, or encountering class export, migration, alarm errors.