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 portals-labs/portals-plugin-claude --skill portals-multiplayer-and-voicegit clone --depth 1 https://github.com/portals-labs/portals-plugin-claudeWrote 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/portals-labs/portals-plugin-claude/portals-multiplayer-and-voice)<a href="https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-multiplayer-and-voice"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-multiplayer-and-voice/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/portals-labs/portals-plugin-claude/portals-multiplayer-and-voice"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-multiplayer-and-voice.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 | $0.00156 | $0.02713 |
| Opus 5 | $0.00078 | $0.01357 |
| Sonnet 5 | $0.00031 | $0.00543 |
| Haiku 4.5 | $0.00016 | $0.00271 |
Grade A, and why
portals-multiplayer-and-voice 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 12d 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 — 99 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Portals multiplayer, chat, and voice
Portals.net and Portals.voice are the only multiplayer and voice transports available to a hosted game. The sandbox has no outside network access: fetch, WebSocket, and WebRTC to other servers all fail, and networking or voice libraries cannot work. The Portals host page owns the real connections.
Read references/multiplayer-and-voice.md for the full API, code examples, availability matrix, and dev-token setup. It is the official documentation, copied verbatim.
Both transports ship with the SDK the project already includes:
<script src="./_portals/sdk.js"></script>
<script src="./game.js"></script>
Multiplayer rules that are easy to get wrong
- A session is everyone in the same bucket — all players of the game page, or the people in one Portals room.
join({ channel })makes a private sub-lobby: letters, numbers, colons, underscores, hyphens; must start alphanumeric; max 64 characters. - Sessions run on US servers by default — one worldwide room per channel, so players everywhere meet. Turning on Latency-sensitive multiplayer in the game's settings on portals.to/my-games places each session on servers near its players instead — one room per region, so nearby players get low latency but players in different regions never meet. Recommend it for fast-paced games; it applies to new sessions immediately, no republish. The toggle is not settable through
update_web_game_settings— the developer flips it on the settings page. - In a latency-sensitive game a
global:channel prefix shares one worldwide room again. A match arranged in a global lobby needs a global channel too (global:match-x7), or players split back into their own regions and never meet. Global rooms run in the US home region, so keep fast-paced matches regional. join({ region: "us" | "eu" })forces the session onto that region's servers for every player and outranks all of the above, including aglobal:prefix. Pin only when the game needs one known location (a scheduled event, a persistent world, a region the players share) — distant players pay the latency. Pass the same value for every player of a room: differing pins are different rooms, which is how you would deliberately run separate US and EU worlds. A pin never falls back, sojoin()rejects if that region has no capacity.join()resolves to a plain snapshot, not a handle — every method stays onPortals.net. Usenet.players(),net.self(),net.getState()for live synchronous reads after joining.send()does not echo to the sender; thestateevent does fire for the writer. Apply state changes from the event, not at the call site.- Limits: 8 KB JSON per message and per state value, 128-character keys, 64 keys per session. About 20 broadcasts and 10 state writes per player per second — never send per-frame; sample on a 100–150 ms timer and interpolate locally.
- Anything a late joiner must see belongs in shared state, not in a broadcast.
- There is no automatic reconnect. On status
disconnected, show a rejoin control that callsjoin()again. - Without a server script, every client is authoritative over what it sends — the session is exactly as trustworthy as its least trustworthy player. The default design for a multiplayer game is a server-simulated one (the
portals-server-simskill); at minimum ship a server-script referee (theportals-server-scriptsskill). Validate every incoming message's kind and shape, and never let a peer's messages control currency, prizes, access, or another entitlement. Only purely cosmetic shared spaces and slow turn-based games should ship trust-light. - Text chat rides the same relay with a
kindfield — never a third-party chat service. Cap length (e.g. 300 chars) on send and receive, and render withtextContent, neverinnerHTML. For history late joiners see, keep a rolling array (last ~20) in shared state.
What ships with it
1 file 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.
- 12d ago First seen · 99 lines · 156 tokens per session scan A 86c4bbccea95
portals-multiplayer-and-voice is a skill published in the GitHub repository portals-labs/portals-plugin-claude (4 stars, last pushed 3d ago), licensed ISC. It adds 156 tokens to every session and 2,713 once invoked, about $0.0008 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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