一键导入
multiplayer-reconnect-runbook
Operational reconnect workflow for restoring clients to authoritative multiplayer state without duplicate or out-of-order mutation.
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。
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Operational reconnect workflow for restoring clients to authoritative multiplayer state without duplicate or out-of-order mutation.
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。
基于 SOC 职业分类
Foundational architecture skill for Godot workflows. Defines authority boundaries, composition strategy, scene ownership, command pathways, and replaceability constraints.
Foundation rules for deterministic asset import, resource ownership, and reproducible content pipeline behavior.
Foundational skill for data contracts, resources, interface boundaries, command/result schemas, and deterministic ordering.
Foundational skill for Godot editor-facing workflows: plugin entry points, menu/settings registration lifecycle, editor UX consistency, and teardown cleanliness.
Tier 1 foundation for game-agnostic GDScript system design: ownership boundaries, signal contracts, composition, and resource-backed configuration.
Tier 1 foundation for strict Godot version/documentation alignment using local pinned docs as source of truth and explicit churn checkpoints.
| name | multiplayer-reconnect-runbook |
| description | Operational reconnect workflow for restoring clients to authoritative multiplayer state without duplicate or out-of-order mutation. |
| tier | operational |
| godot_version | 4.6+ |
| doc_anchors | ["godot-docs/tutorials/networking/high_level_multiplayer.rst","godot-docs/tutorials/networking/websocket.rst","godot-docs/classes/class_multiplayerapi.rst","godot-docs/tutorials/editor/command_line_tutorial.rst"] |
| tags | ["multiplayer","reconnect","reliability"] |
| depends_on | ["godot-skills/godot-tertiary/networking-reliability-reconciliation-contract/SKILL.md","godot-skills/godot-operational/qa-validation-loop/SKILL.md"] |
await_commit or equivalent) and unlock input once synced.godot-docs/tutorials/networking/high_level_multiplayer.rstgodot-docs/tutorials/networking/websocket.rstgodot-docs/classes/class_multiplayerapi.rstgodot-docs/tutorials/editor/command_line_tutorial.rst