| name | online-multiplayer-and-game-backend |
| description | Use when designing or implementing authoritative multiplayer topology, replication, RPCs, prediction, reconciliation, matchmaking, sessions, reconnect, game backend persistence, regional hosting, protocol evolution, or network tests. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Online Multiplayer and Game Backend
Make authority, replicated state, session transitions, persistence, and degraded network behaviour explicit and testable.
Use When
- A game has remote players, lobbies, matchmaking, dedicated/listen servers, replicated actors/state, or backend-owned progression.
Do Not Use When
- The request is local multiplayer only.
- Anti-cheat, moderation, or infrastructure deployment is the main task; compose with their specialist skills.
Required Inputs
Engine/version, player/region/load envelope, topology, trust boundaries, tick/update budgets, gameplay state model, matchmaking rules, persistence ownership, privacy/security constraints, service objectives, cost limits, and version policy.
Workflow
- Choose topology from threat, fairness, latency, cost, and operational evidence; name the authority for every mutable field.
- Specify session states from discovery through allocation, join, play, disconnect, reconnect, migration/termination, and cleanup.
- Define replicated state, relevance/frequency, RPC direction/reliability/idempotency, prediction/reconciliation, and late-join snapshots.
- Separate ephemeral match state from durable profile/economy state; make retries and ownership transfers safe.
- Version protocol and content contracts; test compatible skew and reject incompatible clients with a recoverable message.