[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ES1BR5XRT6QFF9GD31NWEC":3,"skill-same:01M6ES1BR5XRT6QFF9GD31NWEC":67},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":30,"linkOnly":31,"markdownContent":32,"markdownBody":33,"frontMatter":34,"refName":37,"commitSha":38,"skillDirectory":39,"forksCount":40,"repositoryHtmlUrl":41,"repositoryHomepageUrl":42,"ownerHtmlUrl":43,"ownerBlogUrl":44,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6ES1BR5XRT6QFF9GD31NWEC","godot-build-multiplayer",null,"Implement Godot MultiplayerAPI ownership, RPC validation, and scene replication with explicit transport and failure testing.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fgodot-build-multiplayer\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29],"multiplayer","build","godot","godot build multiplayer","testing","implement","validation","rpc","replication","ownership","with","2026-11-10 10:12:30",false,"---\nname: godot-build-multiplayer\ndescription: Implement Godot MultiplayerAPI ownership, RPC validation, and scene replication with explicit transport and failure testing.\nengines: [GODOT]\n---\n\n# Godot Build Multiplayer\n\n## When to use\n\nImplement Godot MultiplayerAPI ownership, RPC validation, and scene replication with explicit transport and failure testing. Apply this feature only to Godot-owned code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh godot-build-multiplayer` before edits or tool launches. Continue only when the effective engine is `GODOT` and the skill is eligible. Skill selection never selects the engine. Honor validated task override evidence and its permitted isolated output scope.\n\nIdentify Godot version, project language, topology, transport, platform exports, player counts, authority and bandwidth budgets. Select ENet, WebSocket or WebRTC explicitly according to platform support; optional services are not implicit.\n\n## Workflow\n\n1. Configure MultiplayerAPI\u002FSceneMultiplayer and the selected MultiplayerPeer lifetime. Separate connection establishment, authentication\u002Fsession rules and in-game replication; define timeout, rejection and cleanup behavior.\n2. Declare node authority and RPC permissions explicitly using the selected language's supported annotation\u002Fattribute APIs. Validate remote sender identity, authorization, payload bounds and gameplay preconditions before state mutation.\n3. Keep matching network node paths and deterministic spawn identity where the API requires them. Use MultiplayerSpawner and MultiplayerSynchronizer only with approved spawn scenes\u002Fproperties and validate their authority settings.\n4. Separate persistent replicated state from transient events. Late join and reconnect must receive complete snapshots; event deduplication and tick ordering need explicit design rather than trusting packet arrival order.\n5. Implement bounded serialization with stable content IDs and schema validation. Do not enable arbitrary remote object decoding, script execution or unconstrained resource paths.\n6. Choose channel and transfer modes from event semantics and selected transport support. Prediction, interpolation and reconciliation belong to the authority design; replication nodes do not supply rollback automatically.\n7. Clean up actors, signals and peer resources on disconnect or scene transitions. Expired network effects and haptic cues must not replay after reconnect, and presentation failures cannot alter authoritative rules.\n\n## Verification\n\n- Run a real server\u002Fhost and two separate clients; test late join, unauthorized RPCs, missing spawn content and authority transfer.\n- Exercise latency\u002Floss\u002Freordering where the transport supports controlled simulation, plus connection failure and reconnect cleanup.\n- Measure bandwidth\u002Fserver work and test actual export-platform transport support. Browser networking and native networking are separate acceptance surfaces.\n\n## Output\n\nTransport\u002Fauthority map, bounded RPC and replication contracts, multiplayer scene assets, abuse\u002Flifecycle fixtures and multi-process evidence. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not provision matchmaking\u002FSTUN\u002FTURN or expose public ports implicitly. Godot C# web export is not supported by current Godot 4 documentation; verify the chosen release before promising a platform. Independent services and tools retain their architecture contracts.\n\n## References\n\n- [Godot high-level multiplayer](https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002Fstable\u002Ftutorials\u002Fnetworking\u002Fhigh_level_multiplayer.html). Select the documentation matching the project release.\n- [Godot C# platform support](https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002Fstable\u002Ftutorials\u002Fscripting\u002Fc_sharp\u002Findex.html). Select the documentation matching the project release.\n\n","# Godot Build Multiplayer\n\n## When to use\n\nImplement Godot MultiplayerAPI ownership, RPC validation, and scene replication with explicit transport and failure testing. Apply this feature only to Godot-owned code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh godot-build-multiplayer` before edits or tool launches. Continue only when the effective engine is `GODOT` and the skill is eligible. Skill selection never selects the engine. Honor validated task override evidence and its permitted isolated output scope.\n\nIdentify Godot version, project language, topology, transport, platform exports, player counts, authority and bandwidth budgets. Select ENet, WebSocket or WebRTC explicitly according to platform support; optional services are not implicit.\n\n## Workflow\n\n1. Configure MultiplayerAPI\u002FSceneMultiplayer and the selected MultiplayerPeer lifetime. Separate connection establishment, authentication\u002Fsession rules and in-game replication; define timeout, rejection and cleanup behavior.\n2. Declare node authority and RPC permissions explicitly using the selected language's supported annotation\u002Fattribute APIs. Validate remote sender identity, authorization, payload bounds and gameplay preconditions before state mutation.\n3. Keep matching network node paths and deterministic spawn identity where the API requires them. Use MultiplayerSpawner and MultiplayerSynchronizer only with approved spawn scenes\u002Fproperties and validate their authority settings.\n4. Separate persistent replicated state from transient events. Late join and reconnect must receive complete snapshots; event deduplication and tick ordering need explicit design rather than trusting packet arrival order.\n5. Implement bounded serialization with stable content IDs and schema validation. Do not enable arbitrary remote object decoding, script execution or unconstrained resource paths.\n6. Choose channel and transfer modes from event semantics and selected transport support. Prediction, interpolation and reconciliation belong to the authority design; replication nodes do not supply rollback automatically.\n7. Clean up actors, signals and peer resources on disconnect or scene transitions. Expired network effects and haptic cues must not replay after reconnect, and presentation failures cannot alter authoritative rules.\n\n## Verification\n\n- Run a real server\u002Fhost and two separate clients; test late join, unauthorized RPCs, missing spawn content and authority transfer.\n- Exercise latency\u002Floss\u002Freordering where the transport supports controlled simulation, plus connection failure and reconnect cleanup.\n- Measure bandwidth\u002Fserver work and test actual export-platform transport support. Browser networking and native networking are separate acceptance surfaces.\n\n## Output\n\nTransport\u002Fauthority map, bounded RPC and replication contracts, multiplayer scene assets, abuse\u002Flifecycle fixtures and multi-process evidence. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not provision matchmaking\u002FSTUN\u002FTURN or expose public ports implicitly. Godot C# web export is not supported by current Godot 4 documentation; verify the chosen release before promising a platform. Independent services and tools retain their architecture contracts.\n\n## References\n\n- [Godot high-level multiplayer](https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002Fstable\u002Ftutorials\u002Fnetworking\u002Fhigh_level_multiplayer.html). Select the documentation matching the project release.\n- [Godot C# platform support](https:\u002F\u002Fdocs.godotengine.org\u002Fen\u002Fstable\u002Ftutorials\u002Fscripting\u002Fc_sharp\u002Findex.html). Select the documentation matching the project release.\n\n",{"name":5,"engines":35,"description":7},[36],"GODOT","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Fgodot-build-multiplayer",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-13 12:12:19",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add TimothyMeadows\u002FHephaera --skill godot-build-multiplayer",{"tool":53,"command":54},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill godot-build-multiplayer",{"tool":56,"command":57},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill godot-build-multiplayer","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fgodot-build-multiplayer\u002FSKILL.md",true,[61],{"path":62,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":65,"sourceHtmlUrl":66},"agents\u002Fopenai.yaml","REFERENCE","参考文档",288,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fgodot-build-multiplayer\u002Fagents\u002Fopenai.yaml",[68,91,115,134,153,172],{"skillNo":69,"name":70,"nameZh":6,"description":71,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":72,"categories":73,"keywords":74,"publishedAt":30},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[75,76,77,78,79,29,80,81,82,83,84,85,86,87,88,89,28,90],"game","verify","lifecycle","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","trading",{"skillNo":92,"name":93,"nameZh":6,"description":94,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":95,"categories":96,"keywords":97,"publishedAt":30},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[75,98,76,99,100,101,102,103,104,105,106,107,108,109,110,111,84,112,113,114],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":116,"name":117,"nameZh":6,"description":118,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":119,"categories":120,"keywords":121,"publishedAt":30},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[75,122,99,100,123,79,124,125,126,127,102,128,77,129,130,131,132,89,133],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":135,"name":136,"nameZh":6,"description":137,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":138,"categories":139,"keywords":140,"publishedAt":30},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[75,141,142,143,144,83,145,146,147,148,149,150,151,152],"integrate game wallets","integrate","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":154,"name":155,"nameZh":6,"description":156,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":157,"categories":158,"keywords":159,"publishedAt":30},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[75,160,142,89,90,161,162,103,148,163,108,164,165,29,166,167,168,169,170,171],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":173,"name":174,"nameZh":6,"description":175,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":176,"categories":177,"keywords":178,"publishedAt":30},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[75,179,20,180,181,103,182,147,183,87,184,108,109,185,29,186,187,76,188,189],"evm","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]