用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Anhvu1107/all-agent-skill --skill multiplayer命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
ALWAYS use this when the request matches 00 Andruia Consultant: Arquitecto de Soluciones Principal y Consultor Tecnológico de Andru.ia.
ALWAYS use this when the request matches 007: Security audit, hardening, threat modeling (STRIDE/PASTA), Red/Blue Team, OWASP checks, code review, incident response, and infrastructure security for any project.
ALWAYS use this when the user mentions 10 Andruia Skill Smith, asks to build, debug, review, document, automate, test, configure, migrate, or make decisions in this domain, or the task clearly depends on 10 Andruia Skill Smith; scope: Ingeniero de Sistemas de Andru.ia. Apply the bundled workflow, references, scripts, Senior Master standard, and Codex strict review gate before final output.
基于 SOC 职业分类
正在显示 SKILL.md
| name | multiplayer |
| description | ALWAYS use this when the request matches Multiplayer: Multiplayer game development principles. |
Start with:
references/senior-master-standard.mdreferences/usage-routing.mdreferences/quality-checklist.mdThen load only the inherited docs, scripts, assets, or examples that match the user's actual task.
Networking architecture and synchronization principles.
What type of multiplayer?
│
├── Competitive / Real-time
│ └── Dedicated Server (authoritative)
│
├── Cooperative / Casual
│ └── Host-based (one player is server)
│
├── Turn-based
│ └── Client-server (simple)
│
└── Massive (MMO)
└── Distributed servers
| Architecture | Latency | Cost | Security |
|---|---|---|---|
| Dedicated | Low | High | Strong |
| P2P | Variable | Low | Weak |
| Host-based | Medium | Low | Medium |
| Approach | Sync What | Best For |
|---|---|---|
| State Sync | Game state | Simple, few objects |
| Input Sync | Player inputs | Action games |
| Hybrid | Both | Most games |
| Technique | Purpose |
|---|---|
| Prediction | Client predicts server |
| Interpolation | Smooth remote players |
| Reconciliation | Fix mispredictions |
| Lag compensation | Rewind for hit detection |
| Technique | Savings |
|---|---|
| Delta compression | Send only changes |
| Quantization | Reduce precision |
| Priority | Important data first |
| Area of interest | Only nearby entities |
| Type | Rate |
|---|---|
| Position | 20-60 Hz |
| Health | On change |
| Inventory | On change |
| Chat | On send |
Client: "I hit the enemy"
Server: Validate → did projectile actually hit?
→ was player in valid state?
→ was timing possible?
| Cheat | Prevention |
|---|---|
| Speed hack | Server validates movement |
| Aimbot | Server validates sight line |
| Item dupe | Server owns inventory |
| Wall hack | Don't send hidden data |
| Factor | Impact |
|---|---|
| Skill | Fair matches |
| Latency | Playable connection |
| Wait time | Player patience |
| Party size | Group play |
| ❌ Don't | ✅ Do |
|---|---|
| Trust the client | Server is authority |
| Send everything | Send only necessary |
| Ignore latency | Design for 100-200ms |
| Sync exact positions | Interpolate/predict |
Remember: Never trust the client. The server is the source of truth.
This skill is applicable to execute the workflow or actions described in the overview.