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source-command-fix-crash
Fetch new crash reports, symbolicate the oldest unhandled one, and attempt a fix on a branch (one per run).
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Fetch new crash reports, symbolicate the oldest unhandled one, and attempt a fix on a branch (one per run).
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Inspects, designs, validates, exports, and applies MMO spell data for F:\\mmo using the live protobuf project files. Use when creating a new spell, editing an existing spell, reviewing aura or proc behavior, checking race or class restrictions, or tracing spell dependencies such as items, visualizations, categories, proficiencies, and starting spell sources.
Inspect, design, implement, and validate this MMO project's native game UI built from XML layouts, Lua behavior, Frame UI C++ renderers and bindings, localized strings, and HTEX assets. Use when creating or modifying files under data/client/Interface, diagnosing frame state or anchoring problems, wiring mmo_client or frame_ui Lua APIs, adding UI textures, or polishing in-game layout and interaction UX.
Design balanced MMO game items, generate or edit live protobuf-backed item and item-display data in F:\mmo, and create matching imported HTEX item icons from generated 128x128 PNG art. Use whenever the user asks to create, design, edit, import, or generate any item, weapon, armor piece, shield, accessory, bag, consumable, potion, food, quest item, crafting material, ammunition, or other in-game equipment, including terse requests such as "make me a sword" or "I need a potion".
Inspects, designs, validates, exports, and applies MMO creature and NPC data for F:\mmo using the live protobuf project files. Use when creating or editing questgivers, vendors, trainers, civilians, hostile creatures, bosses, loot-bearing enemies, faction setups, gossip-driven NPCs, or creature map spawns.
Inspect, preview, describe, create, or modify this MMO project's HTEX textures, HMAT material graphs, HMF material functions, and HMI material instances. Use for texture metadata or PNG previews; material node/pin/property analysis; shader and deferred-rendering reasoning; terrain material tuning; JSON export and validation; HMI override edits; or conservative HMAT graph edits that must preserve compiled chunks.
Inspects, designs, validates, exports, and applies MMO quest data for F:/mmo using the live protobuf project files. Use when creating or editing single quests, building or extending quest chains, wiring questgivers and turn-in NPCs, authoring exploration or scripted quest flows, balancing quest rewards, or fixing broken quest dependencies.
| name | source-command-fix-crash |
| description | Fetch new crash reports, symbolicate the oldest unhandled one, and attempt a fix on a branch (one per run). |
Use this skill when the user asks to run the migrated source command fix-crash.
You are working through the crash-report fix loop for this MMO engine. Do one crash report this run, end to end, then stop. Be rigorous and conservative: a wrong "fix" is worse than no fix.
develop clean when you finish.artifacts/crash-reports/<id>/
(gitignored). Never commit anything under artifacts/.needs-info.Run the fetch script (downloads only reports not already present locally):
powershell -NoProfile -ExecutionPolicy Bypass -File tools\sync_crash_reports.ps1 -Json
The local folder is the source of truth / backup. Note the JSON_SUMMARY line.
List artifacts/crash-reports/*/STATUS. Choose the oldest report directory whose STATUS is
downloaded (ignore analyzed, fix-attempted, fixed, wont-fix, needs-info, download-failed).
Prefer ordering by the report's createdAt in report.json, falling back to directory name.
If there is no downloaded report, write nothing, report "No new crash reports to work on," and stop.
powershell -NoProfile -ExecutionPolicy Bypass -File tools\symbolicate_crash.ps1 -ReportDir artifacts\crash-reports\<id>
Read symbolized.txt. The "OUR SOURCE LOCATIONS" section lists frames resolved under src/ — those
are your starting points. If nothing resolved (no matching PDB/EXE in artifacts\symbols), the build
that crashed was never archived: document that in FINDINGS.md, set STATUS to needs-info, and stop
(tell the user to run tools\archive_symbols on the matching build).
Read crash.txt (exception type, full trace, PLAYER DATA, attached client log) and report.json
(appVersion, osVersion, user comment). Open the resolved source files at the reported lines. Build a
concrete root-cause hypothesis: what was null/out-of-bounds/uninitialized, and under what conditions.
Cross-reference the client log tail for the sequence that led there.
If you have a confident, minimal fix:
git checkout -b crash-fix/<id-short> (use the first 8 chars of the id).m_camelCase, PascalCase methods — see AGENTS.md).cmake --build build --config Release -t mmo_client (note success/failure; don't block on a slow
build — if it's clearly unrelated or too long, say so).git add -A && git commit the change (local only — no push) with a message referencing the
crash and root cause. End the commit body with:
Co-Authored-By: Codex Opus 4.8 <noreply@anthropic.com>git checkout develop so the tree is clean for the next run. The fix stays on its branch for the
user to review.Write artifacts/crash-reports/<id>/FINDINGS.md containing:
src/ frames.Then set STATUS to one of: fix-attempted (code changed on a branch), wont-fix (analyzed, no
change warranted), or needs-info (couldn't symbolicate or root-cause).
Give a short summary: which report id, the root cause, what you did (branch name if any, compile result), confidence, and what the user should review.