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Agent Skill · 待分类

realtime-multiplayer(实时多人游戏)

realtime-multiplayer 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。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。

realtime-multiplayer 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 10,614。

总安装 194周安装 8GitHub Stars 2下载 63核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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:realtime-multiplayer(实时多人游戏)
来源仓库:https://github.com/fil512/upship
仓库路径:skills/realtime-multiplayer
安装命令:
npx skills add https://github.com/fil512/upship --skill realtime-multiplayer
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/fil512/upship --skill realtime-multiplayer

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

realtime-multiplayer 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。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。当前顶部介绍为空,原始 SKILL.md 摘录未提供。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/realtime-multiplayer

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/fil512/upship --skill realtime-multiplayer;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

realtime-multiplayer 怎么安装?

在终端执行 npx skills add https://github.com/fil512/upship --skill realtime-multiplayer。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

realtime-multiplayer 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

realtime-multiplayer 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

realtime-multiplayer 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

realtime-multiplayer 用的人多吗?

公开数据是累计安装 194 次,近一周安装 8 次,下载 63 次,GitHub 2 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

realtime-multiplayer 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
realtime-multiplayer

实时多人游戏 · 本页

1942操作浏览器未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Real-Time Multiplayer Skill

Overview

This skill provides expertise for building real-time multiplayer games using WebSockets and Socket.io. It covers connection management, state synchronization, latency handling, and the specific challenges of turn-based games with real-time updates.

Core Architecture

Client-Server Model for Games

┌─────────────┐     WebSocket      ┌─────────────┐
│   Client    │◄──────────────────►│   Server    │
│  (Browser)  │                    │  (Node.js)  │
└─────────────┘                    └─────────────┘
      │                                   │
      ▼                                   ▼
┌─────────────┐                    ┌─────────────┐
│  Local UI   │                    │ Game State  │
│   State     │                    │  (Source    │
│  (Optimistic)                    │   of Truth) │
└─────────────┘                    └─────────────┘

Key Principle: The server is the authoritative source of truth. Clients can have optimistic local state for responsiveness, but server state always wins on conflict.

Socket.io Setup Pattern

// Server setup
const io = require('socket.io')(server, {
  cors: { origin: process.env.CLIENT_URL },
  pingTimeout: 60000,
  pingInterval: 25000
});

io.on('connection', (socket) => {
  // Join game room
  socket.on('join-game', ({ gameId, playerId }) => {
    socket.join(`game:${gameId}`);
    socket.gameId = gameId;
    socket.playerId = playerId;
  });

  // Handle game actions
  socket.on('game-action', async (action) => {
    const result = await processAction(socket.gameId, socket.playerId, action);
    if (result.success) {
      // Broadcast to all players in game
      io.to(`game:${socket.gameId}`).emit('state-update', result.newState);
    } else {
      // Send error only to acting player
      socket.emit('action-error', result.error);
    }
  });

  // Handle disconnection
  socket.on('disconnect', () => {
    handlePlayerDisconnect(socket.gameId, socket.playerId);
  });
});

Room Management

Game Rooms Pattern

Each game instance should be a Socket.io room:

// Room naming convention
const roomName = `game:${gameId}`;

// Player joins game
socket.join(roomName);

// Broadcast to all players in game
io.to(roomName).emit('event', data);

// Send to specific player
io.to(playerSocketId).emit('private-event', data);

// Send to all except sender
socket.to(roomName).emit('event', data);

Player Presence Tracking

const gamePresence = new Map(); // gameId -> Set of playerIds

function trackPresence(gameId, playerId, isOnline) {
  if (!gamePresence.has(gameId)) {
    gamePresence.set(gameId, new Set());
  }

  const players = gamePresence.get(gameId);
  if (isOnline) {
    players.add(playerId);
  } else {
    players.delete(playerId);
  }

  // Notify other players
  io.to(`game:${gameId}`).emit('presence-update', {
    playerId,
    isOnline,
    onlinePlayers: Array.from(players)
  });
}

State Synchronization

Event Types

Define clear event categories:

// Server -> Client events
const ServerEvents = {
  STATE_SYNC: 'state-sync',       // Full state (on join/reconnect)
  STATE_UPDATE: 'state-update',   // Partial state change
  ACTION_RESULT: 'action-result', // Response to player action
  PLAYER_JOINED: 'player-joined',
  PLAYER_LEFT: 'player-left',
  GAME_STARTED: 'game-started',
  TURN_CHANGED: 'turn-changed',
  GAME_ENDED: 'game-ended'
};

// Client -> Server events
const ClientEvents = {
  JOIN_GAME: 'join-game',
  LEAVE_GAME: 'leave-game',
  GAME_ACTION: 'game-action',
  REQUEST_SYNC: 'request-sync',
  PING: 'ping'
};

Delta Updates vs Full Sync

// Send delta updates for efficiency
function sendDelta(gameId, changes) {
  io.to(`game:${gameId}`).emit('state-update', {
    type: 'delta',
    changes,
    version: gameState.version
  });
}

// Send full state on reconnect or desync
function sendFullSync(socket, gameState) {
  socket.emit('state-sync', {
    type: 'full',
    state: gameState,
    version: gameState.version
  });
}

Version Vectors for Consistency

// Track state version to detect desync
let stateVersion = 0;

function applyAction(action) {
  // Validate and apply
  const newState = reducer(currentState, action);
  stateVersion++;

  return {
    state: newState,
    version: stateVersion
  };
}

// Client requests sync if versions mismatch
socket.on('state-update', ({ version, changes }) => {
  if (version !== localVersion + 1) {
    socket.emit('request-sync'); // Ask for full state
  }
});

Handling Disconnections

Reconnection Strategy

// Client-side reconnection
const socket = io(SERVER_URL, {
  reconnection: true,
  reconnectionAttempts: 10,
  reconnectionDelay: 1000,
  reconnectionDelayMax: 5000
});

socket.on('connect', () => {
  if (currentGameId) {
    // Rejoin game room after reconnect
    socket.emit('join-game', {
      gameId: currentGameId,
      playerId: myPlayerId,
      lastVersion: localStateVersion // For delta sync
    });
  }
});

socket.on('disconnect', () => {
  showReconnectingUI();
});

Grace Period for Disconnects

// Server-side: Don't immediately remove disconnected players
const disconnectTimers = new Map();

function handlePlayerDisconnect(gameId, playerId) {
  // Mark as disconnected but give grace period
  updatePresence(gameId, playerId, false);

  const timer = setTimeout(() => {
    // After grace period, handle as true disconnect
    handlePlayerTimeout(gameId, playerId);
  }, 60000); // 60 second grace period

  disconnectTimers.set(`${gameId}:${playerId}`, timer);
}

function handlePlayerReconnect(gameId, playerId) {
  // Cancel timeout if player reconnects
  const key = `${gameId}:${playerId}`;
  if (disconnectTimers.has(key)) {
    clearTimeout(disconnectTimers.get(key));
    disconnectTimers.delete(key);
  }
  updatePresence(gameId, playerId, true);
}

Turn-Based Game Patterns

Turn Timer Implementation

class TurnTimer {
  constructor(gameId, onTimeout) {
    this.gameId = gameId;
    this.onTimeout = onTimeout;
    this.timer = null;
  }

  start(playerId, durationMs) {
    this.clear();
    const endTime = Date.now() + durationMs;

    // Broadcast timer start to all clients
    io.to(`game:${this.gameId}`).emit('turn-timer', {
      playerId,
      endTime,
      durationMs
    });

    this.timer = setTimeout(() => {
      this.onTimeout(playerId);
    }, durationMs);
  }

  clear() {
    if (this.timer) {
      clearTimeout(this.timer);
      this.timer = null;
    }
  }
}

Action Validation

// Always validate on server
async function processAction(gameId, playerId, action) {
  const game = await getGame(gameId);

  // Validate it's player's turn
  if (game.currentPlayer !== playerId) {
    return { success: false, error: 'Not your turn' };
  }

  // Validate action is legal
  const validationResult = validateAction(game.state, action);
  if (!validationResult.valid) {
    return { success: false, error: validationResult.reason };
  }

  // Apply action
  const newState = applyAction(game.state, action);
  await saveGame(gameId, newState);

  return { success: true, newState };
}

Optimistic Updates

Client-Side Pattern

// For responsive UI, apply optimistically then reconcile
function handlePlayerAction(action) {
  // 1. Optimistically apply locally
  const optimisticState = reducer(localState, action);
  renderUI(optimisticState);

  // 2. Send to server
  socket.emit('game-action', action, (response) => {
    if (response.success) {
      // 3a. Server confirmed - update to authoritative state
      localState = response.state;
    } else {
      // 3b. Server rejected - rollback
      localState = previousState;
      showError(response.error);
    }
    renderUI(localState);
  });
}

Security Considerations

Never Trust the Client

// BAD: Client sends new state
socket.on('update-state', (newState) => {
  gameState = newState; // Never do this!
});

// GOOD: Client sends action, server validates and applies
socket.on('game-action', (action) => {
  if (isValidAction(gameState, action, socket.playerId)) {
    gameState = applyAction(gameState, action);
    broadcast(gameState);
  }
});

Rate Limiting

const rateLimit = require('socket.io-rate-limit');

io.use(rateLimit({
  windowMs: 1000,
  max: 10 // Max 10 messages per second per client
}));

Testing Multiplayer

Simulating Multiple Clients

// Test helper for multiple socket connections
async function createTestClients(count, gameId) {
  const clients = [];
  for (let i = 0; i < count; i++) {
    const socket = io(SERVER_URL);
    await new Promise(resolve => socket.on('connect', resolve));
    socket.emit('join-game', { gameId, playerId: `player-${i}` });
    clients.push(socket);
  }
  return clients;
}

Testing Reconnection

it('should handle reconnection gracefully', async () => {
  const client = await createTestClient(gameId);

  // Force disconnect
  client.disconnect();

  // Wait and reconnect
  await sleep(1000);
  client.connect();

  // Should receive full state sync
  const state = await waitForEvent(client, 'state-sync');
  expect(state).toBeDefined();
});

When This Skill Activates

Use this skill when:

  • Setting up WebSocket/Socket.io connections
  • Implementing game room management
  • Building state synchronization
  • Handling player disconnection/reconnection
  • Implementing turn timers
  • Adding optimistic updates
  • Securing multiplayer communications

平台分布

Codex

37.75%
按下载量换算24

Claude

31.04%
按下载量换算20

Cursor

16.83%
按下载量换算11

Gemini CLI

9.56%
按下载量换算6

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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