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Agent Skill · 研究检索

starwards-debugging(星际调试)

starwards-debugging 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。

starwards-debugging 是研究检索类 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;许可证为 MIT,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 61,604。

总安装 349周安装 14GitHub Stars 40下载 113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
MIT

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:starwards-debugging(星际调试)
来源仓库:https://github.com/starwards/starwards
仓库路径:skills/starwards-debugging
安装命令:
npx skills add https://github.com/starwards/starwards --skill starwards-debugging
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。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/starwards/starwards --skill starwards-debugging

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

starwards-debugging 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。适用于项目调试与错误定位的信息支持,可协助快速查找解决方案与日志线索。

通过 npx skills add 命令从指定 GitHub 仓库安装,需结合原始 README 确认具体用法。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操作。当前暂无原始 SKILL.md 内容摘录,建议进一步查阅来源仓库获取详细功能说明。

来源仓库内路径:skills/starwards-debugging

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/starwards/starwards --skill starwards-debuggin…;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

starwards-debugging 怎么安装?

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

starwards-debugging 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。

starwards-debugging 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。

starwards-debugging 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

starwards-debugging 用的人多吗?

公开数据是累计安装 349 次,近一周安装 14 次,下载 113 次,GitHub 40 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。

starwards-debugging 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。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 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

  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
starwards-debugging

星际调试 · 本页

34940操作浏览器MIT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

Systematic Debugging for Starwards

Overview

Random fixes waste time. Quick patches mask underlying issues.

Core principle: ALWAYS find root cause before attempting fixes.

Starwards-specific: Debug state sync issues, decorator problems, UI/server mismatches, and multiplayer race conditions.

The Iron Law

NO FIXES WITHOUT ROOT CAUSE INVESTIGATION FIRST

If you haven't completed Phase 1, you cannot propose fixes.

When to Use

Any technical issue:

  • Test failures (Jest, Playwright)
  • State sync problems (Colyseus)
  • UI not updating (Tweakpane, React)
  • Build failures (webpack, tsup, tsc)
  • Decorator issues (@gameField, @range, @tweakable)
  • Multiplayer race conditions

The Four Phases

Phase 1: Root Cause Investigation

1. Read Error Messages Carefully

TypeScript errors:

npm run test:types
# Read FULL error including file:line
# Check @gameField decorator order (must be last)
# Verify @range types match property type

Jest test failures:

npm test
# Read expected vs actual values
# Check if float precision issue (use toBeCloseTo)
# Verify async operations completed (await harness.waitForSync())

Playwright failures:

npm run test:e2e
# Check screenshot diffs in test-results/
# Verify data-id selectors match actual panel titles
# Check if timing issue (add proper waits, not arbitrary timeouts)

Webpack errors:

cd modules/browser && npm start
# Check browser console (F12) for actual error
# Webpack overlay shows [object Object] - this is a known issue
# Look for import/export mismatches

2. Reproduce Consistently

For state sync issues:

// Add logging to both client and server
console.log('[CLIENT] Shield strength:', state.shield.strength);
console.log('[SERVER] Shield strength:', manager.state.shield.strength);

// Verify both show same value
// If different → state sync problem
// If same → UI rendering problem

For multiplayer bugs:

  • Test with 1 client (works?)
  • Test with 2 clients (breaks?)
  • Test with concurrent actions (race condition?)

3. Check Recent Changes

git diff HEAD~1               # Last commit
git log --oneline -5          # Recent commits
git diff --stat origin/master # All changes on branch

Common culprits:

  • @gameField decorator added/removed → rebuild core
  • Schema change → restart server
  • Widget change → clear browser cache
  • Package update → npm ci && npm run build

4. Gather Evidence in Multi-Component Systems

Starwards has 4 layers: Browser → WebSocket → Server → State

Add diagnostic logging at each boundary:

// Layer 1: Browser widget
console.log('[WIDGET] Sending command:', value);
room.send({type: '/Spaceship/ship-0/shield/power', value});

// Layer 2: Network (Chrome DevTools → Network → WS)
// Verify WebSocket message sent

// Layer 3: Server room
this.onMessage((client, message) => {
  console.log('[SERVER] Received:', message);
});

// Layer 4: State manager
console.log('[MANAGER] Shield power updated:', this.state.shield.power);

Run once to see WHERE it breaks:

  • Widget logs but no WS message → room.send() issue
  • WS message sent but server doesn't log → onMessage() not registered
  • Server logs but state doesn't change → command handler bug

5. Trace Data Flow

Example: Shield strength not updating

Trace backward:

UI shows 500 ← Where does UI get value?
  ↓
pane.addBinding(shield, 'strength') ← What is shield?
  ↓
shield = ship.state.shield ← Does ship.state exist?
  ↓
ship.state from ShipDriver ← Is driver connected?
  ↓
driver.state from Colyseus room.state ← Is state synced?

Find the layer where data stops flowing correctly.

Phase 2: Pattern Analysis

1. Find Working Examples

For ship systems:

# Look at existing systems
modules/core/src/ship/reactor.ts    # Has @gameField
modules/core/src/ship/armor.ts      # Has @range
modules/core/src/ship/warp.ts       # Has commands

For widgets:

# Look at working widgets
modules/browser/src/widgets/armor.ts       # Tweakpane panel
modules/browser/src/widgets/targeting.ts   # Command sending

For tests:

# Look at test patterns
modules/core/test/ship-test-harness.ts     # Multiplayer testing
modules/e2e/test/pilot-screen.spec.ts      # E2E testing

2. Compare Against References

Read docs COMPLETELY:

  • docs/PATTERNS.md - Common patterns and gotchas
  • docs/TECHNICAL_REFERENCE.md - @gameField, JSON Pointer, decorators
  • docs/testing/UTILITIES.md - Test harness usage

3. Identify Differences

Use diff tools:

# Compare your new system to existing one
diff modules/core/src/ship/shield.ts modules/core/src/ship/armor.ts

Look for:

  • Missing @gameField decorator
  • Wrong decorator order (@gameField must be last)
  • Missing MapSchema/ArraySchema for collections
  • Type mismatches (float32 vs number)

4. Understand Dependencies

For new ship systems:

  • Needs: @gameField decorator, added to ShipState, manager update loop
  • Optional: Command handler, widget, E2E test

For new widgets:

  • Needs: createPane() call, ship.state binding, registered in Dashboard
  • Optional: data-id attribute for E2E tests

For multiplayer features:

  • Needs: State sync via @gameField, command handler in room, client-side sending
  • Optional: Typed command vs JSON Pointer

Phase 3: Hypothesis and Testing

1. Form Single Hypothesis

Good:

  • "Shield strength doesn't sync because @gameField decorator is missing"
  • "Widget doesn't update because onChange listener not set up"
  • "Test fails because float32 precision loss, need toBeCloseTo()"

Bad:

  • "State sync issue" (too vague)
  • "Something wrong with Colyseus" (blaming framework)
  • "Might be a race condition" (guessing)

2. Test Minimally

Example: Test @gameField hypothesis

// Before: (no decorator)
strength = 1000;

// After: (add decorator)
@gameField('float32') strength = 1000;

// Rebuild core, restart server, verify

ONE change at a time.

3. Verify Before Continuing

# Did it work?
npm test
npm run test:e2e

# If NO: Form NEW hypothesis
# If YES: Proceed to Phase 4

4. When You Don't Know

Say: "I don't understand why Colyseus state isn't syncing"

Don't say: "Let me try adding more decorators and see what happens"

Ask for help or research in:

  • docs/PATTERNS.md
  • Colyseus documentation
  • Existing codebase examples

Phase 4: Implementation

1. Create Failing Test

Use starwards-tdd skill to write proper test.

For state sync bug:

test('shield strength syncs to client', async () => {
  const harness = new ShipTestHarness();
  await harness.connect();

  harness.shipManager.state.shield.strength = 750;
  await harness.waitForSync();

  expect(harness.shipDriver.state.shield.strength).toBe(750);

  await harness.cleanup();
});

2. Implement Single Fix

Address root cause only.

// If root cause is: @gameField missing
@gameField('float32') strength = 1000;

NO "while I'm here" improvements.

3. Verify Fix

# Run the specific test
npm test -- shield-sync.spec.ts

# Run full suite
npm test
npm run test:e2e
npm run test:types

4. If 3+ Fixes Failed

Pattern:

  • Each fix reveals new shared state issue
  • "Need massive refactoring" for simple feature
  • Fixes create new symptoms elsewhere

STOP and question:

  • Is this architecture sound?
  • Should we refactor instead of patching?
  • Discuss with team before attempting fix #4

Starwards-Specific Debugging Tools

1. Colyseus Monitor

# Access at http://localhost:2567/colyseus-monitor
# Login: admin / admin
# View: Active rooms, connected clients, state tree

Use for:

  • Inspecting live state values
  • Seeing connected clients
  • Monitoring room creation/disposal

2. Chrome DevTools

Network Tab → WS:

  • See WebSocket messages
  • Verify commands sent
  • Check state patches received

Console:

  • Client-side errors
  • Webpack HMR logs
  • State change logging

Sources:

  • Source maps enabled
  • Breakpoints in TypeScript
  • Step through React render

3. VSCode Debugger

Terminal 3:

# Instead of: node -r ts-node/register/transpile-only modules/server/src/dev.ts
# Use VSCode: F5 → "Run Server" (launches with debugger)

Set breakpoints in:

  • modules/server/src/ship/room.ts - Command handlers
  • modules/core/src/ship/ship-manager.ts - Update loops
  • modules/core/src/logic/space-manager.ts - Physics

4. Tweakpane Debugging

Add temporary debug panel:

const debugPane = createPane({title: 'DEBUG', container});

// Monitor live values
debugPane.addBinding(shield, 'strength', {readonly: true});
debugPane.addBinding(shield, 'power');
debugPane.addBinding(shield, 'effectiveness', {readonly: true});

5. Test Infrastructure

ShipTestHarness:

const harness = new ShipTestHarness();
harness.shipManager.state // Server state
harness.shipDriver.state  // Client state
await harness.waitForSync(); // Wait for replication

MultiClientDriver:

const driver = new MultiClientDriver();
await driver.start();
const [c1, c2] = await Promise.all([
  driver.joinShip('ship-1'),
  driver.joinShip('ship-1')
]);
// Test multiplayer scenarios

See docs/testing/UTILITIES.md for full API.

6. Logging Best Practices

// GOOD: Scoped, structured
console.log('[ShieldManager.update] strength:', this.state.shield.strength, 'rate:', rechargeRate);

// BAD: Generic, unclear
console.log('shield', shield);

Use prefixes: [CLIENT], [SERVER], [MANAGER], [WIDGET]

Common Starwards Issues

SymptomRoot CauseSolution
State doesn't syncMissing @gameFieldAdd decorator, rebuild core
Widget doesn't updateNo onChange listenerAdd state.onChange(() => update())
Test fails with close valuesFloat32 precisionUse toBeCloseTo(expected, 1)
Angle values wrongNot wrapped to [0, 360]Use toPositiveDegreesDelta()
Effectiveness always 0System broken or no powerCheck broken flag, power level
Webpack overlay shows [object Object]Error wrapped by webpackCheck browser console (F12)
E2E test can't find panelWrong data-idUse exact panel title in data-id
Build fails after core changeCore not rebuiltnpm run build:core or build:watch
Server doesn't see changesNot restartedRestart Terminal 3 (server)

Red Flags - STOP and Follow Process

  • "Just try adding @gameField everywhere"
  • "Let me restart everything and see if it works"
  • "Probably a Colyseus bug"
  • "I'll add setTimeout() to fix the race condition"
  • Proposing fixes before checking browser console
  • Blaming TypeScript strict mode
  • "One more decorator tweak" (after 2+ failures)

Integration with Other Skills

  • starwards-tdd - Write failing test for bug before fixing
  • starwards-verification - Verify fix with full test suite
  • starwards-monorepo - Understand build dependencies
  • starwards-ci-debugging - Debug GitHub Actions failures when tests pass locally but fail in CI

Quick Debugging Checklist

# 1. Verify build is fresh
npm run build

# 2. Check types
npm run test:types

# 3. Run tests
npm test

# 4. Check browser console
# Open http://localhost:3000, press F12

# 5. Check server logs
# Look at Terminal 3 output

# 6. Check network
# Chrome DevTools → Network → WS

# 7. Check Colyseus monitor
# http://localhost:2567/colyseus-monitor

Real-World Debugging Flow

Example: "Shield widget shows wrong value"

Phase 1: Investigate

  1. Browser console: No errors ✓
  2. Colyseus monitor: Server shows strength=800
  3. Widget shows: 500
  4. Hypothesis: State not syncing OR UI not updating

Phase 2: Pattern

  1. Check working widget: armor.ts uses addBinding
  2. My widget: Also uses addBinding
  3. Difference: Armor has onChange listener, mine doesn't!

Phase 3: Hypothesis "Widget doesn't update because Tweakpane binding isn't reactive to Colyseus state changes"

Test minimally:

shield.state.onChange(() => {
  pane.refresh(); // Force Tweakpane update
});

Phase 4: Implement

  1. Write E2E test that fails
  2. Add onChange listener
  3. Verify test passes
  4. Verify manually in browser

Done!

平台分布

Claude Code

25.85%
按下载量换算29

windsurf

22.78%
按下载量换算26

trae

18%
按下载量换算20

OpenCode

11.38%
按下载量换算13

Codex

6.91%
按下载量换算8

Antigravity

3.8%
按下载量换算4

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。

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