{"id":77664,"plugin_id":"plugins_6ae8d0ba8e808191a5a7ac9a01d005f8","kind":"skill","collection_source":"plugin_package","comparison_source":null,"observed_at":"2026-11-03T00:15:29.164Z","digest":"dc5f1dd8416bb298c8af74104fdc42484c35a18e48d0a63c2c79fc601566f762","against":null,"payload":{"description":"Architect and implement a small networked game prototype with authoritative state, synchronization, and abuse considerations.","included_files":[],"name":"build-multiplayer-game","skill_md_contents":"---\nname: build-multiplayer-game\ndescription: Architect and implement a small networked game prototype with authoritative state, synchronization, and abuse considerations.\n---\n\n# Build Multiplayer Game\n\n\n1. Start by checking if multiplayer is genuinely required. A local/turn-based mode may satisfy an MVP faster and more reliably.\n2. Read `../../references/multiplayer.md`; choose a suitable transport and hosted service only with user approval and an available environment.\n3. Define a network authority model, session lifecycle, player identity, latency expectations, disconnect/reconnect, state sync and deterministic rules.\n4. Never trust client-provided scores, health, inventory or paid entitlements. Require server-side validation for consequential game state.\n5. Separate networking from core gameplay and build local single-player/loopback tests first; then two-client tests with simulated lag/loss where tools permit.\n6. Document infrastructure costs, moderation/reporting for user-generated content when relevant, and security limits.\n7. Do not claim cross-internet multiplayer is live without tested servers, clients and connectivity.\n\n## Execution truth and safeguards\n- A skill is an instruction workflow, not a remotely running game engine or a separately running AI agent. Inspect tools and repo state before claiming execution.\n- Preserve existing projects, names, dependencies, save formats, and user work unless a change is explicitly requested. Obtain approval for deployment, payments, destructive edits, publication, and major third-party connections.\n- Avoid reproducing protected commercial characters, levels, dialogue, soundtracks, logos, or copyrighted assets unless authorized. For assets, record origin and license. Read `../../references/security-and-rights.md`.\n- Report what was implemented, what was actually run, what failed, and what remains unverified; never describe proposed tests as passed.\n"},"changes":[],"summary":"First saved snapshot. No earlier version is available for comparison.","summary_kind":"deterministic","summary_metadata":{}}