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multiplayer-game多人游戏

Agent Skill

multiplayer-game 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:multiplayer-game(多人游戏)
来源仓库:https://github.com/rivet-dev/skills
仓库路径:skills/multiplayer-game
安装命令:
npx skills add https://github.com/rivet-dev/skills --skill multiplayer-game
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/rivet-dev/skills --skill multiplayer-game

简介

构建多人游戏的实用模式:匹配、滴答循环、实时状态、兴趣管理和验证。

  • 包括 10 种游戏类型(大逃杀、竞技场、IO 风格、开放世界、派对、物理 2D/3D、排名、回合制、闲置)的起始代码和架构模式,以及参与者拓扑、生命周期图和网络代码策略。
  • 涵盖服务器模拟基础知识:固定实时循环与动作驱动更新、物理引擎选择(Rapier 2D/3D)和空间索引(rbush、flatbush、d3-quadtree)。
  • 描述混合和服务器权威网络代码模型、快照/差异广播、用于客户端预测的共享模拟逻辑以及用于带宽控制的每玩家复制过滤器。
  • 提供基线安全检查表:通过服务器发出的票证进行身份绑定、授权验证、输入限制、速率限制以及具有速度上限和传送拒绝的移动验证。

SKILL.md

Multiplayer Game

IMPORTANT: Before doing anything, you MUST read BASE_SKILL.md in this skill's directory. It contains essential guidance on debugging, error handling, state management, deployment, and project setup. Those rules and patterns apply to all RivetKit work. Everything below assumes you have already read and understood it.

Patterns for building multiplayer games with RivetKit, intended as a practical checklist you can adapt per genre.

Starter Code

Start with one of the working examples on GitHub and adapt it to your game. Do not start from scratch for matchmaking and lifecycle flows.

Game ClassificationStarter CodeCommon Examples
Battle RoyaleGitHubFortnite, Apex Legends, PUBG, Warzone
ArenaGitHubCall of Duty TDM/FFA, Halo Slayer, Counter-Strike casual, VALORANT unrated, Overwatch Quick Play, Rocket League
IO StyleGitHubAgar.io, Slither.io, surviv.io
Open WorldGitHubMinecraft survival servers, Rust-like worlds, MMO zone/chunk worlds
PartyGitHubFall Guys private lobbies, custom game rooms, social party sessions
Physics 2DGitHubTop-down physics brawlers, 2D arena games, platform fighters
Physics 3DGitHubPhysics sandbox sessions, 3D arena games, movement playgrounds
RankedGitHubChess ladders, competitive card games, duel arena ranked queues
Turn-BasedGitHubChess correspondence, Words With Friends, async board games
IdleGitHubCookie Clicker, Idle Miner Tycoon, Adventure Capitalist

Server Simulation

Game Loop And Tick Rates

PatternUse WhenImplementation Guidance
Fixed realtime loopBattle Royale, Arena, IO Style, Open World, RankedRun in run with sleep(tickMs) and exit on c.aborted.
Action-driven updatesParty, Turn-BasedMutate and broadcast only on actions/events rather than scheduled ticks.
Coarse offline progressionAny mode with idle progressionUse c.schedule.after(...) with coarse windows (for example 5 to 15 minutes) and apply catch-up from elapsed wall clock time.

Physics

Start with custom kinematic logic for simple games. Switch to a full physics engine when you need joints, stacked bodies, high collision density, or complex shapes (rotated polygons, capsules, convex hulls, triangle meshes).

Pick one engine per simulation. Keep frontend-only libs out of backend simulation paths and treat server state as authoritative.

DimensionPrimary EngineFallback EnginesExample Code
2D@dimforge/rapier2dplanck-js, matter-jsGitHub
3D@dimforge/rapier3dcannon-es, ammo.jsGitHub

Spatial Indexing

For non-physics spatial queries, use a dedicated index instead of naive O(n^2) checks:

Index TypeRecommendation
AABB indexFor AOI, visibility, and non-collider entities, use rbush for dynamic sets or flatbush for static-ish sets.
Point indexFor nearest-neighbor or within-radius queries, use d3-quadtree.

Networking & State Sync

Netcode

ModelWhen To UseImplementation
Hybrid (client movement, server combat)Shooters, action sports, ranked duelsClient owns movement and sends capped-rate position updates. Server validates for anti-cheat. Combat (projectiles, hits, damage) is fully server-authoritative.
Server-authoritative with interpolationIO Style, persistent worldsClient sends input commands. Server simulates on fixed ticks and publishes authoritative snapshots. Client interpolates between snapshots.
Server-authoritative (basic logic)Turn-based, event-drivenServer validates and applies discrete actions (turns, phase transitions, votes). Client displays confirmed state.

Realtime Data Model

  • Snapshots and diffs: Publish state as events. Send a full snapshot on join/resync, then per-tick diffs for regular updates.
  • Batch per tick: Keep events small and typed. Batch high-frequency updates per tick.
  • Avoid UI framework state for game updates: Use requestAnimationFrame or a Canvas/Three.js loop for simulation, not React state. Reserve UI framework state for menus, HUD, and forms.
  • Broadcast vs per-connection: Use c.broadcast(...) for shared updates and conn.send(...) for private/per-player data.

Shared Simulation Logic

Shared simulation logic runs on both the client and the server. For example, an applyInput(state, input, dt) function that integrates velocity and clamps to world bounds can run on the client for prediction and on the server for validation.

  • Hybrid modes: Client runs shared movement as primary authority, server runs it for anti-cheat validation.
  • Server-authoritative modes: Client uses shared logic for interpolation and prediction only.
  • Keep it pure: Movement integration, input transforms, collision helpers, and constants only.
  • Put shared code in src/shared/: Keep deterministic helpers in src/shared/sim/* with no side effects.

Interest Management

Control what each client receives to reduce bandwidth and prevent information leaks.

Per-Player Replication Filters

  • Filter by relevance: Send each client only state relevant to that player (proximity, line-of-sight, team, or game phase).
  • Shooters and action games: Limit replication by proximity and optional field-of-view checks.
  • Server-side only: Clients should never receive data they should not see.

Sharded Worlds

  • Partition large worlds: Use chunk actors keyed by worldId:chunkX:chunkY.
  • Subscribe to nearby chunks: Clients connect only to nearby partitions (for example a 3x3 chunk window).
  • Use sparingly: Only when the world is large and state-heavy (sandbox builders, MMOs), not as a default for small matches.

Backend Infrastructure

Persistence

  • In-memory state: Best for realtime game state that changes every tick (player positions, inputs, match phase, scores).
  • SQLite (rivetkit/db): Better for large or table-like state that needs queries, indexes, or long-term persistence (tiles, inventory, matchmaking pools). Serialize DB work through a queue since multiple actions can hit the same actor concurrently.

Matchmaking Patterns

Common building blocks used across the architecture patterns below.

Actor Topology

PrimitiveUse WhenTypical Ownership
matchmaker["main"] + match[matchId]Session-based multiplayer (battle royale, arena, ranked, party, turn-based)Matchmaker owns discovery/assignment. Match owns lifecycle and gameplay state.
chunk[worldId,chunkX,chunkY]Large continuous worlds that need shardingEach chunk owns local players, chunk state, and local simulation.
world[playerId]Per-player progression loops (idle/solo world state)Per-player resources, buildings, timers, and progression.
player[username]Canonical profile/rating reused across matchesDurable player stats (for example rating and win/loss).
leaderboard["main"]Shared rankings across many matches/playersGlobal ordered score rows and top lists.

Queueing Strategy

  • Multiple players can hit the matchmaker at the same time, so actions like find/create, queue/unqueue, and close need to be serialized through actor queues to avoid races.
  • Match-local actions (gameplay, scoring) do not need queueing unless they write back to the matchmaker.

Security And Anti-Cheat

Start with this baseline, then harden further for competitive or high-risk environments.

Baseline Checklist

  • Identity: Use c.conn.id as the authoritative transport identity. Treat playerId/username in params as untrusted input and bind through server-issued assignment/join tickets.
  • Authorization: Validate the caller is allowed to mutate the target entity (room membership, turn ownership, host-only actions).
  • Input validation: Clamp sizes/lengths, validate enums, and validate usernames (length, allowed chars, avoid unbounded Unicode).
  • Rate limiting: Per-connection rate limits for spammy actions (chat, join/leave, fire, movement updates).
  • State integrity: Server recomputes derived state (scores, win conditions, placements). Never allow client-authoritative changes to inventory/currency/leaderboard totals.

Movement Validation

For any mode with client-authoritative movement (hybrid flows), clients may send position/rotation updates for smoothness, but the server must:

  • Enforce max delta per update (speed cap) based on elapsed time.
  • Reject or clamp teleports.
  • Enforce world bounds (and basic collision if applicable).
  • Rate limit update frequency (for example 20Hz max).

Architecture Patterns

Each game type below starts with a quick summary table, then details actors and lifecycle.

Battle Royale

TopicSummary
MatchmakingImmediate routing to the fullest non-started lobby (oldest tie-break); players wait in lobby until capacity, then the match starts.
NetcodeHybrid. Client owns movement, camera, and local prediction. Server owns zone state, projectiles, hit resolution, eliminations, loot, and final placement.
Tick Rate10 ticks/sec (100ms) with a fixed loop for zone progression and lifecycle checks.
PhysicsClient owns movement with server anti-cheat validation; projectiles, hits, and damage are server-authoritative. Use @dimforge/rapier3d for 3D or @dimforge/rapier2d for top-down 2D.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Finds or creates lobbies, tracks pending reservations, and maintains occupancy.
  • Actions

- findMatch - pendingPlayerConnected - updateMatch - closeMatch

  • Queues

- findMatch - pendingPlayerConnected - updateMatch - closeMatch

  • State

- SQLite - matches - pending_players - player_count includes connected and pending players

  • Key: match[matchId]
  • Responsibility: Runs lobby/live/finished phases, owns player state, zone progression, and eliminations.
  • Actions

- connect - Movement and combat actions

  • Queues

- None

  • State

- JSON - phase - players - zone - eliminations - snapshot data

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: findMatch()
	alt no open lobby
		MM->>M: create(matchId)
	end
	MM-->>C: {matchId, playerId}
	C->>M: connect(playerId)
	M->>MM: pendingPlayerConnected(matchId, playerId)
	MM-->>M: accepted
	Note over M: lobby countdown -> live
	M-->>C: snapshot + shoot events
	M->>MM: closeMatch(matchId)

Arena

TopicSummary
MatchmakingMode-based fixed-capacity queues (duo, squad, ffa) that build only full matches and pre-assign teams (except FFA).
NetcodeHybrid. Client owns movement plus prediction and smoothing. Server owns team or FFA assignment, projectiles, hit resolution, phase transitions, and scoring.
Tick Rate20 ticks/sec (50ms) with a tighter loop for live team and FFA snapshots.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/entities.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Runs mode queues, builds full matches, assigns teams, and publishes assignments.
  • Actions

- queueForMatch - unqueueForMatch - matchCompleted

  • Queues

- queueForMatch - unqueueForMatch - matchCompleted

  • State

- SQLite - player_pool - matches - assignments keyed by connection and player

  • Key: match[matchId]
  • Responsibility: Runs match phases and in-match player/team state for score and win conditions.
  • Actions

- connect - Gameplay actions

  • Queues

- None

  • State

- JSON - phase - players - team assignments - score and win state

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: queueForMatch(mode)
	Note over MM: enqueue in player_pool
	Note over MM: fill when capacity reached
	MM->>M: create(matchId, assignments)
	Note over MM: persist assignments
	MM-->>C: assignmentReady
	C->>M: connect(playerId)
	Note over M: waiting -> live when all players connect
	M->>MM: matchCompleted(matchId)

IO Style

TopicSummary
MatchmakingOpen-lobby routing to the fullest room below capacity; room counts are heartbeated and new lobbies are auto-created when needed.
NetcodeServer-authoritative with interpolation. Client sends input intents and interpolates. Server owns movement, bounds, room membership, and canonical snapshots.
Tick Rate10 ticks/sec (100ms) with lightweight periodic room snapshots.
PhysicsLow to medium intensity; server-authoritative kinematic movement, escalating to a physics engine only when collisions get complex.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Routes players into the fullest open lobby and tracks reservations and occupancy.
  • Actions

- findLobby - pendingPlayerConnected - updateMatch - closeMatch

  • Queues

- findLobby - pendingPlayerConnected - updateMatch - closeMatch

  • State

- SQLite - matches - pending_players - Occupancy includes pending reservations

  • Key: match[matchId]
  • Responsibility: Runs per-match movement simulation and broadcasts snapshots.
  • Actions

- connect - setInput

  • Queues

- None

  • State

- JSON - players - inputs - movement state - snapshot cache

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant M as match

	C->>MM: findLobby()
	alt no open lobby
		MM->>M: create(matchId)
	end
	MM-->>C: {matchId, playerId}
	C->>M: connect(playerId)
	M->>MM: pendingPlayerConnected(matchId, playerId)
	MM-->>M: accepted
	Note over M: fixed tick simulation
	M-->>C: snapshot events
	M->>MM: closeMatch(matchId)

Open World

TopicSummary
MatchmakingClient-driven chunk routing from world coordinates, with nearby chunk windows preloaded via adjacent chunk connections.
NetcodeHybrid for sandbox (client movement with validation) or server-authoritative for MMO-like flows. Server owns chunk routing, persistence, and canonical world state.
Tick Rate10 ticks/sec per chunk actor (100ms), so load scales with active chunks.
PhysicsMedium to high at scale; chunk-local simulation can be server-authoritative (MMO-like) or client movement with server validation (sandbox-like).

Actors

  • Key: chunk[worldId,chunkX,chunkY]
  • Responsibility: Owns chunk-local players, blocks, movement tick, and chunk membership.
  • Actions

- connect - enterChunk - addPlayer - setInput - leaveChunk - removePlayer

  • Queues

- None

  • State

- JSON - connections - players - blocks scoped to one chunk key

Lifecycle

sequenceDiagram
	participant C as Client
	participant CH as chunk

	Note over C: resolve chunk keys from world position
	loop each visible chunk
		C->>CH: connect(worldId, chunkX, chunkY, playerId)
		Note over CH: store connection metadata
	end
	C->>CH: enterChunk/addPlayer
	loop movement updates
		C->>CH: setInput(...)
		CH-->>C: snapshot
	end
	C->>CH: leaveChunk/removePlayer or disconnect
	Note over CH: remove membership and metadata

Party

TopicSummary
MatchmakingHost-created private party flow using party codes and explicit joins.
NetcodeServer-authoritative (basic logic). Server owns membership, host permissions, and phase transitions.
Tick RateNo continuous tick; updates are event-driven (join, start, finish).
PhysicsLow intensity for lobby-first flows; usually no dedicated physics or indexing unless you add realtime mini-games.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Handles party create/join flow, validates join tickets, and tracks party size.
  • Actions

- createParty - joinParty - verifyJoin - updatePartySize - closeParty

  • Queues

- createParty - joinParty - verifyJoin - updatePartySize - closeParty

  • State

- SQLite - parties - join_tickets for party lookup and join validation

  • Key: match[matchId]
  • Responsibility: Owns party members, host role, ready flags, and phase transitions.
  • Actions

- connect - startGame - finishGame

  • Queues

- None

  • State

- JSON - members - host - ready state - phase - party events

Lifecycle

Host Flow

sequenceDiagram
	participant H as Host Client
	participant MM as matchmaker
	participant M as match

	H->>MM: createParty()
	MM-->>H: {matchId, partyCode, playerId, joinToken}
	H->>M: connect(playerId, joinToken)
	M->>MM: verifyJoin(...)
	MM-->>M: allowed
	M->>MM: updatePartySize(playerCount)
	H->>M: startGame() / finishGame()
	M->>MM: closeParty(matchId)

Joiner Flow

sequenceDiagram
	participant J as Joiner Client
	participant MM as matchmaker
	participant M as match

	J->>MM: joinParty(partyCode)
	MM-->>J: {matchId, playerId, joinToken}
	J->>M: connect(playerId, joinToken)
	M->>MM: verifyJoin(...)
	MM-->>M: allowed / denied
	M->>MM: updatePartySize(playerCount)

Ranked

TopicSummary
MatchmakingELO-based queue pairing with a widening search window as wait time increases.
NetcodeHybrid. Client owns movement with local prediction and interpolation. Server owns projectiles, hit resolution, match results, and rating updates.
Tick Rate20 ticks/sec (50ms) with fixed live ticks for deterministic pacing and broadcast cadence.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/hit resolution.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Runs rating-based queueing, pairing, assignment persistence, and completion fanout.
  • Actions

- queueForMatch - unqueueForMatch - matchCompleted

  • Queues

- queueForMatch - unqueueForMatch - matchCompleted

  • State

- SQLite - player_pool - matches - assignments with rating window and connection scoping

  • Key: match[matchId]
  • Responsibility: Runs ranked match phase, score, and winner reporting.
  • Actions

- connect - Gameplay actions

  • Queues

- None

  • State

- JSON - phase - players - score - winner - completion payload

  • Key: player[username]
  • Responsibility: Stores canonical player MMR and win/loss profile.
  • Actions

- initialize - getRating - applyMatchResult

  • Queues

- None

  • State

- JSON - rating - wins - losses - match counters

  • Key: leaderboard["main"]
  • Responsibility: Stores and serves top-ranked players.
  • Actions

- updatePlayer

  • Queues

- None

  • State

- SQLite - Leaderboard score rows - Top-list ordering

Lifecycle

sequenceDiagram
	participant C as Client
	participant MM as matchmaker
	participant P as player
	participant M as match
	participant LB as leaderboard

	C->>MM: queueForMatch(username)
	MM->>P: initialize/getRating
	P-->>MM: rating
	Note over MM: store queue row + retry pairing
	MM->>M: create(matchId, assigned players)
	MM-->>C: assignmentReady
	C->>M: connect(username)
	M->>MM: matchCompleted(...)
	MM->>P: applyMatchResult(...)
	MM->>LB: updatePlayer(...)
	Note over MM: remove matches + assignments rows

Turn-Based

TopicSummary
MatchmakingAsync private-invite and public-queue pairing in the same pattern.
NetcodeServer-authoritative (basic logic). Client can draft moves before submit. Server owns turn ownership, committed move log, turn order, and completion state.
Tick RateNo continuous tick; move submission and turn transitions drive updates.
PhysicsVery low intensity; no realtime physics loop, just discrete rules validation. Indexing is optional and mostly for board or query convenience at scale.

Actors

  • Key: matchmaker["main"]
  • Responsibility: Handles private invite and public queue pairing for async matches.
  • Actions

- createGame - joinByCode - queueForMatch - unqueueForMatch - closeMatch

  • Queues

- createGame - joinByCode - queueForMatch - unqueueForMatch - closeMatch

  • State

- SQLite - matches - player_pool - assignments for invite and queue mapping

  • Key: match[matchId]
  • Responsibility: Owns board state, turn order, move validation, and final result.
  • Actions

- connect - makeMove

  • Queues

- None

  • State

- JSON - board - turns - players - connection presence - result

Lifecycle

Public Queue

sequenceDiagram
	participant A as Client A
	participant B as Client B
	participant MM as matchmaker
	participant M as match

	A->>MM: queueForMatch()
	B->>MM: queueForMatch()
	Note over MM: pair first two queued players
	MM->>M: create(matchId) + seed X/O players
	MM-->>A: assignment/match info
	MM-->>B: assignment/match info
	A->>M: connect(playerId)
	B->>M: connect(playerId)
	A->>M: makeMove()
	B->>M: makeMove()
	opt all players disconnected for timeout
		Note over M: destroy after idle timeout
	end
	M->>MM: closeMatch(matchId)

Private Invite

sequenceDiagram
	participant A as Client A
	participant B as Client B
	participant MM as matchmaker
	participant M as match

	A->>MM: createGame()
	MM-->>A: {matchId, playerId, inviteCode}
	B->>MM: joinByCode(inviteCode)
	MM->>M: create(matchId) + seed X/O players
	MM-->>A: assignment/match info
	MM-->>B: assignment/match info
	A->>M: connect(playerId)
	B->>M: connect(playerId)
	A->>M: makeMove()
	B->>M: makeMove()
	M->>MM: closeMatch(matchId)

Idle

TopicSummary
MatchmakingNo matchmaker; each player uses a direct per-player actor and a shared leaderboard actor.
NetcodeServer-authoritative (basic logic). Client owns UI and build intent. Server owns resources, production rates, building validation, and leaderboard totals.
Tick RateNo continuous tick; use c.schedule.after(...) for coarse intervals and compute offline catch-up from elapsed wall time.
PhysicsNone for standard idle loops; transitions are discrete (build, collect, upgrade) and do not need spatial indexing.

Actors

  • Key: world[playerId]
  • Responsibility: Owns one player's progression, buildings, production scheduling, and state updates.
  • Actions

- initialize - build - collectProduction

  • Queues

- None

  • State

- JSON - Per-player buildings - resources - timers - progression state

  • Key: leaderboard["main"]
  • Responsibility: Stores global scores and serves leaderboard updates.
  • Actions

- updateScore

  • Queues

- updateScore

  • State

- SQLite - scores table keyed by player - Current leaderboard totals

Lifecycle

sequenceDiagram
	participant C as Client
	participant W as world
	participant LB as leaderboard

	C->>W: getOrCreate(playerId) + initialize()
	Note over W: seed state + schedule collection
	W-->>C: stateUpdate
	loop gameplay loop
		C->>W: build() / collectProduction()
		W->>LB: updateScore(...)
	Note over LB: upsert scores
	LB-->>C: leaderboardUpdate
	W-->>C: stateUpdate
	end

Reference Map

Actors

Agent Os

Clients

Connect

Cookbook

General

Self Hosting

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.79%
按下载量换算10,276

Claude

30.92%
按下载量换算8,878

Cursor

18.79%
按下载量换算5,395

Gemini CLI

8.82%
按下载量换算2,532

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

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来源信息

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