| name | real-time-multiplayer |
| description | Real-time multiplayer enables simultaneous gameplay across networks. Use when this capability is needed. |
| metadata | {"author":"amnadtaowsoam"} |
Real Time Multiplayer
Skill Profile
(Select at least one profile to enable specific modules)
Overview
Real-time multiplayer enables simultaneous gameplay across networks. This guide covers networking, state synchronization, and lag compensation for building responsive multiplayer games that handle network latency and maintain game state consistency.
Why This Matters
- Player Experience: Real-time multiplayer provides engaging social gameplay experiences
- Fair Competition: Server authority and lag compensation ensure fair gameplay for all players
- Responsiveness: Client-side prediction provides immediate feedback despite network latency
Core Concepts & Rules
1. Core Principles
- Follow established patterns and conventions
- Maintain consistency across codebase
- Document decisions and trade-offs
2. Implementation Guidelines
- Start with the simplest viable solution
- Iterate based on feedback and requirements
- Test thoroughly before deployment
Inputs / Outputs / Contracts
- Inputs:
- Player inputs (movement, actions, shots)
- Network messages (state updates, events)
- Client configuration (latency, region)
- Entry Conditions:
- WebSocket/WebRTC server configured
- Game state management system implemented
- Player authentication system implemented
- Outputs:
- Synchronized game state to all clients
- Player position and action updates
- Game events (hits, deaths, objectives)
- Artifacts Required (Deliverables):
- Client-side prediction system
- Server reconciliation logic
- Lag compensation for hit detection
- State synchronization service
- Room/lobby management system
- Acceptance Evidence:
- Multiplayer game functional with multiple players
- Smooth movement with client prediction
- Fair hit detection with lag compensation
- Performance benchmarks meeting targets
- Success Criteria:
- Client input latency < 50ms (local prediction)
- State sync frequency 20-60 ticks/second
- Support 100+ concurrent players per server
Skill Composition
- Depends on: Player authentication, WebSocket/WebRTC setup, Game state management
- Compatible with: Matchmaking, Leaderboards, Game Analytics
- Conflicts with: None
- Related Skills: matchmaking, leaderboards, websocket-patterns
Quick Start / Implementation Example
- Review requirements and constraints
- Set up development environment
- Implement core functionality following patterns
- Write tests for critical paths
- Run tests and fix issues
- Document any deviations or decisions
def example_function():
pass
Assumptions / Constraints / Non-goals
- Assumptions:
- Development environment is properly configured
- Required dependencies are available
- Team has basic understanding of domain
- Constraints:
- Must follow existing codebase conventions
- Time and resource limitations
- Compatibility requirements
- Non-goals:
- This skill does not cover edge cases outside scope
- Not a replacement for formal training
Compatibility & Prerequisites
- Supported Versions:
- Python 3.8+
- Node.js 16+
- Modern browsers (Chrome, Firefox, Safari, Edge)
- Required AI Tools:
- Code editor (VS Code recommended)
- Testing framework appropriate for language
- Version control (Git)
- Dependencies:
- Language-specific package manager
- Build tools
- Testing libraries
- Environment Setup:
.env.example keys: API_KEY, DATABASE_URL (no values)
Test Scenario Matrix (QA Strategy)
| Type | Focus Area | Required Scenarios / Mocks |
|---|
| Unit | Core Logic | Must cover primary logic and at least 3 edge/error cases. Target minimum 80% coverage |
| Integration | DB / API | All external API calls or database connections must be mocked during unit tests |
| E2E | User Journey | Critical user flows to test |
| Performance | Latency / Load | Benchmark requirements |
| Security | Vuln / Auth | SAST/DAST or dependency audit |
| Frontend | UX / A11y | Accessibility checklist (WCAG), Performance Budget (Lighthouse score) |
Technical Guardrails & Security Threat Model
1. Security & Privacy (Threat Model)
- Top Threats: Injection attacks, authentication bypass, data exposure
2. Performance & Resources
3. Architecture & Scalability
4. Observability & Reliability
Agent Directives & Error Recovery
(ข้อกำหนดสำหรับ AI Agent ในการคิดและแก้ปัญหาเมื่อเกิดข้อผิดพลาด)
- Thinking Process: Analyze root cause before fixing. Do not brute-force.
- Fallback Strategy: Stop after 3 failed test attempts. Output root cause and ask for human intervention/clarification.
- Self-Review: Check against Guardrails & Anti-patterns before finalizing.
- Output Constraints: Output ONLY the modified code block. Do not explain unless asked.
Definition of Done (DoD) Checklist
Anti-patterns
Reference Links & Examples
- Internal documentation and examples
- Official documentation and best practices
- Community resources and discussions
Versioning & Changelog
- Version: 1.0.0
- Changelog:
- 2026-02-22: Initial version with complete template structure
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