Borrowing it
Nothing to install: this file belongs to vchelaru/XnaFiddle. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/vchelaru/XnaFiddle/main/.claude/skills/game-lifecycle/SKILL.mdgit clone --depth 1 https://github.com/vchelaru/XnaFiddleWrote 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/vchelaru/xnafiddle/game-lifecycle)<a href="https://agentmods.dev/skills/vchelaru/xnafiddle/game-lifecycle"><img src="https://agentmods.dev/badge/skills/vchelaru/xnafiddle/game-lifecycle/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/vchelaru/xnafiddle/game-lifecycle"><img src="https://agentmods.dev/badge/skills/vchelaru/xnafiddle/game-lifecycle.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Memory Poisoning · line 135 Skill attempts to fill the context window with filler content, displacing legitimate instructions and safety constraints. This can degrade agent performance or bypass safety boundaries.Fix: Implement context-window management that detects and rejects padding or stuffing attempts. Prioritize system instructions over user-injected content.
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 | $0.00084 | $0.06664 |
| Opus 5.5 | $0.00034 | $0.02666 |
| Sonnet 5.5 | $0.00017 | $0.01333 |
| Haiku 4.5 | $0.00008 | $0.00666 |
Grade A, and why
game-lifecycle 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 — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Lifecycle
The Run flow (Index.razor.cs -> DoCompileAndRun)
CompileAndRun() sets _pendingCompile; TickDotNet() (driven by JS requestAnimationFrame) picks it up and calls DoCompileAndRun(), so compilation runs in the rAF context rather than the Blazor sync context — this avoids a Monitor deadlock on the single WASM thread. Order inside DoCompileAndRun:
- Get C# source from Monaco;
CompilationService.CompileAsync(Roslyn) -> IL bytes. Assembly.Load(result.ILBytes);FindGameTypelocates theGamesubclass.CompileRegisteredShadersAsync()— compiles any.fxtabs to.mgfxvia ShadowDusk. No-ops (and never downloads the ~17 MB DXC wasm) when no shader tabs exist. Thisawaitis outside the synchronous swap window below, on purpose.- Drop the old game:
_game = null(NOTDispose()— see below), thenLibraryRegistry.RunAllCleanups(). GraphicsAdapter.UseReferenceDevice = true(the leak fix — see below), thenActivator.CreateInstance(gameType), thennewGame.Run()which creates the GraphicsDevice + WebGL context.
The window between _game = null and _game = newGame is deliberately await-free. WASM is single-threaded, so the only interleaving points are await boundaries; with none in that window, TickDotNet() cannot run mid-swap and its if (_game == null) return; guard is sufficient (no locking needed). The one await Task.Delay(1) before Run() only flushes the "Loading game..." status to the DOM.
Each Run rebuilds the whole game
A fresh Game/GraphicsDevice is created every Run. The old game is dropped without Dispose() on purpose: disposing the old GraphicsDevice invalidates textures that the Gum UI library caches in static fields, breaking Gum on the next run. GC reclaims the old game eventually — acceptable in a fiddle.
LibraryRegistry.RunAllCleanups() (XnaFiddle.Core/LibraryRegistry.cs) calls CleanUp() on every plugin to reset static state between runs. Notably GameWindowPlugin (XnaFiddle.Core/Plugins/GameWindowPlugin.cs) reflectively clears KNI's static BlazorGameWindow._instances dictionary (the type lives in the browser-only KNI assembly, so it is resolved by name, not a compile-time reference).
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 · 150 lines · 84 tokens per session scan A 98d562d08064
game-lifecycle is a skill published in the GitHub repository vchelaru/XnaFiddle (14 stars, last pushed today), licensed MIT. It adds 84 tokens to every session and 6,664 once invoked, about $0.0003 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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