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/phuonghx/aim-cli/multiplayernpx skills add phuonghx/aim-cli --skill multiplayergit clone --depth 1 https://github.com/phuonghx/aim-cliWhat 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 | $0.00080 | $0.01298 |
| Opus 5 | $0.00040 | $0.00649 |
| Sonnet 5 | $0.00016 | $0.00260 |
| Haiku 4.5 | $0.00008 | $0.00130 |
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 yesterday.
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 — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Networked Multiplayer
Practical reference for wiring up a multiplayer game: where authority lives, how clients stay in sync, how to spend bandwidth wisely, and how to keep cheaters from rewriting the rules.
Picking a topology
Match the network model to how the game is actually played:
- Twitch / ranked PvP (fighting games, shooters, racing) -> run an authoritative dedicated server. Players never talk directly; the server owns the truth.
- Drop-in co-op or friendly lobbies -> use a listen server, where one player's machine doubles as host. Cheap and quick to stand up.
- Turn-by-turn play (card games, async strategy) -> a plain client-server loop is plenty; no tight timing budget.
- Persistent worlds at scale (MMO) -> spread load across sharded / distributed servers, each owning a region or instance.
How the three common hosting styles stack up:
| Model | Round-trip latency | Operating cost | Cheat resistance |
|---|---|---|---|
| Dedicated server | Consistently low | Expensive to host | High |
| Peer-to-peer | Unpredictable | Nearly free | Poor |
| Listen / host-based | Middling | Cheap | Moderate |
The pattern: spend money to buy latency and trust. P2P flips that — it costs almost nothing but gives up both.
Keeping clients in sync
Two opposite philosophies, plus the blend almost everyone ships:
| Strategy | What travels the wire | Where it shines |
|---|---|---|
| State replication | Snapshots of the world (positions, HP, flags) | Small object counts, easy to reason about |
| Lockstep / input replication | Just the button presses, replayed in lockstep | Deterministic RTS and fighting games |
| Hybrid | Inputs locally, state for everyone else | The default for most titles |
Hiding the latency
Even on a dedicated server, the round trip is real. Four techniques paper over it:
- Client-side prediction — the local player moves the instant a key is pressed, guessing what the server will confirm, so input feels immediate.
- Entity interpolation — remote characters are rendered a beat in the past, blending between received snapshots so they glide instead of teleporting.
- Server reconciliation — when a prediction turns out wrong, the client quietly snaps back and re-simulates from the authoritative state.
- Lag compensation — for hit registration the server rolls the world back to what the shooter saw at fire time, so well-aimed shots count despite ping.
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.
- yesterday First seen · 116 lines · 80 tokens per session scan A 48c5694e207f
multiplayer is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 80 tokens to every session and 1,298 once invoked, about $0.0004 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.
Other skills, from other repositories
hs-release
Cut a core Hindsight release (vX.Y.Z) and open the changelog + blog PR. Use when asked to cut/start a release, bump the version, or publish a new Hindsight version.
hindsight-local
Store user preferences, learnings from tasks, and procedure outcomes. Use to remember what works and recall context before new tasks. (user).
research-repository
Build a repository that makes findings findable, reusable, and cumulative across teams. Use when the same research keeps getting redone. For synthesising one study, use affinity-diagram.
design-negotiation
Advocate for design quality, scope, and timeline with partners and leadership using evidence and shared goals. Use in the conversation itself. For the commercial vocabulary behind it, use business-design (ux-strategy).
user-persona
Build research-grounded personas with goals, frustrations, and behavioural patterns. Use when decisions need a consistent user reference. For one session's emotional snapshot use empathy-map; for motivation framing use jobs-to-be-done.
version-control-strategy
Define version control for design files, components, and libraries — branching, naming, and release. Use when file history is chaotic. For design system contribution rules, use design-system-governance (design-systems).