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cocos-multiplayer-architect
Use when working on any multiplayer functionality, networking architecture, or online features.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when working on any multiplayer functionality, networking architecture, or online features.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use this skill when the user asks to release the iOS app, upload a build, submit to App Store Connect review, or "在 App Store 上架/提交审核" for WordMagicGame.
Seed a lesson-import draft on a deployed Happyword API (Preview or prod) and optionally run the extract-pending cron so it reaches `pending` (待复核). Uses tools starting with `hw_`. Invoke when the user wants to upload a textbook photo for review against a specific Vercel URL, mirror E2E `test_lesson_import_cron_e2e`, or smoke-test lesson import + cron on a branch deployment.
Investigate why a Vercel preview / production deployment of the FastAPI server is broken (404 on every path, 500 on every path, e2e CI red, etc.). Pulls the right log surface for the symptom and maps HTTP error headers to root causes. Use whenever the deployed server returns wrong responses, the server-ci e2e job fails, or autofix loops keep retrying without converging.
Health-check every active Vercel Preview deployment listed in the live manifest at `https://happyword.cool/api/v1/public/preview-urls.json`. Probes `GET /api/v1/public/health` through Vercel Deployment Protection (`x-vercel-protection-bypass` header), prints a one-line status per preview, and exits non-zero if any are sick. Use when the user asks to "test preview health", "check previews", "are PR previews alive?", before merging anything that touches `server/`, after a fleet-wide redeploy or env-var rotation, or after rotating `VERCEL_AUTOMATION_BYPASS_SECRET` — do NOT loop ad-hoc `curl` calls or use `tools/vercel/smoke-prod.sh` (production-only) for this.
Drives a per-feature visual + spec-anchored gap scout across HarmonyOS / iOS / Android using tools/parity_scout/. Use when asked to "find iOS / Android gaps vs HarmonyOS main", "check parity for <feature>", or "screenshot the three platforms and tell me what's different".
Drives a per-feature visual + spec-anchored gap scout across HarmonyOS / iOS / Android using tools/parity_scout/. Use when asked to "find iOS / Android gaps vs HarmonyOS main", "check parity for <feature>", or "screenshot the three platforms and tell me what's different".
| name | cocos-multiplayer-architect |
| description | Use when working on any multiplayer functionality, networking architecture, or online features. |
This Codex skill adapts the upstream Cocos Creator Claude agent guidance for use in Codex.
Expert in implementing multiplayer systems for Cocos Creator games, including real-time networking, matchmaking, and synchronization. Use this skill for any multiplayer functionality, networking architecture, or online features.
Context: Real-time PvP game
User: "Implement synchronized player movement"
Assistant: "I will use $cocos-multiplayer-architect"
Commentary: Creates authoritative server with client prediction
Context: Card game multiplayer
User: "Create turn-based game logic with rooms"
Assistant: "I will use $cocos-multiplayer-architect"
Commentary: Implements room management and turn synchronization
Context: Global leaderboard system
User: "Add real-time leaderboards with friend filtering"
Assistant: "I will use $cocos-multiplayer-architect"
Commentary: Designs efficient leaderboard with caching
@ccclass('NetworkManager')
export class NetworkManager extends Component {
private socket: any = null;
private localPlayer: Player = null;
private remotePlayers: Map<string, Player> = new Map();
@property
serverUrl: string = 'ws://localhost:3000';
onLoad() {
this.connectToServer();
this.setupEventHandlers();
}
connectToServer() {
// Socket.io or native WebSocket
this.socket = io(this.serverUrl);
}
setupEventHandlers() {
this.socket.on('connect', this.onConnected.bind(this));
this.socket.on('player-update', this.onPlayerUpdate.bind(this));
this.socket.on('player-disconnected', this.onPlayerDisconnected.bind(this));
}
sendPlayerUpdate(position: Vec3, rotation: Quat) {
this.socket.emit('player-move', {
position: { x: position.x, y: position.y, z: position.z },
rotation: { x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w },
timestamp: Date.now()
});
}
}
Trigger: Server implementation needed Handoff: "Client networking ready. Server implementation needed for: [features]"
Trigger: Anti-cheat required Handoff: "Multiplayer system ready. Security measures needed for: [vulnerabilities]"
Trigger: Network optimization Handoff: "Networking implemented. Performance tuning needed for: [bandwidth]"
Read references/multiplayer-game-development.md when the task needs the full workflow.