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 ourobx/agent-ebpf --skill multiplayer-p2pgit clone --depth 1 https://github.com/ourobx/agent-ebpfWrote 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/ourobx/agent-ebpf/multiplayer-p2p)<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/multiplayer-p2p"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/multiplayer-p2p/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/ourobx/agent-ebpf/multiplayer-p2p"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/multiplayer-p2p.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00102 | $0.01329 |
| Opus 5.5 | $0.00041 | $0.00532 |
| Sonnet 5.5 | $0.00020 | $0.00266 |
| Haiku 4.5 | $0.00010 | $0.00133 |
Grade A, and why
multiplayer-p2p 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 — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multiplayer (WebRTC peer-to-peer)
All visitors on the same deployed domain join one default room, opening a
native WebRTC data channel directly to every other visitor — game traffic
itself never touches a server. A tiny relay at /api/rtc handles only the
routing of the connection handshake (SDP/ICE) while peers connect. What you
use from the kit is client-side only; the relay is yours.
Latency is browser↔browser (often 5–40ms) with zero per-tick server cost.
| Piece | Path |
|---|---|
| Mesh primitive (start here) | P2PRoom from @/lib/multiplayer |
| React room binding (optional, you create) | src/lib/multiplayer/use-p2p-room.ts |
| Signaling relay (you create) | src/lib/multiplayer/signaling.server.ts |
| HTTP mount (you create) | src/routes/api/rtc.ts |
Trust model — read before choosing P2P. There is no server authority: every peer runs its own copy of the rules and can lie (position, score, anything). Peers also learn each other's IP addresses during ICE. P2P is for co-op and casual play among people who choose to play together — never for competitive ranking, cheat-sensitive, or anonymous-stranger matchmaking. Competitive or cheat-sensitive play is not supported in this template: push back in product terms rather than shipping it on P2P.
Practical limits: a full mesh is O(N²) connections — cap rooms at ~8 peers.
Roughly 10–20% of peer pairs sit behind strict NATs and cannot connect; the
kit surfaces this per peer as connectionState: "failed" — show it in the
UI rather than hanging.
Setup (once)
Create the two server files — nothing works without them:
src/lib/multiplayer/signaling.server.ts— the DB-backed signaling relay (Neon deployed, PGLite in preview).src/routes/api/rtc.ts— mounts it at/api/rtc(GET poll, POST signal/leave).
Copy both from references/signaling-relay.md, which also carries the
schema note: the relay creates its own two tables on first use
(CREATE TABLE IF NOT EXISTS), so nothing goes in migrations/ unless you
deliberately want to own the schema.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 112 lines · 102 tokens per session scan A 234ee1648566
multiplayer-p2p is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 102 tokens to every session and 1,329 once invoked, about $0.0004 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 2026-09-04.
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