Install
$ agentstack add skill-misonl-ling-multiplayer ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
多人游戏开发
> 网络架构与同步原则。
1. 架构选择
决策树
什么类型的多人游戏?
|
+-- 竞技 / 实时
| +-- Dedicated Server(专用服务器,权威)
|
+-- 合作 / 休闲
| +-- Host-based(基于主机,一个玩家作为服务器)
|
+-- 回合制
| +-- Client-server(客户端-服务器,简单)
|
+-- 大型(MMO)
+-- 分布式服务器
比较
| 架构 | 延迟 | 成本 | 安全性 | | --- | --- | --- | --- | | Dedicated(专用) | 低 | 高 | 强 | | P2P | 可变 | 低 | 弱 | | Host-based(主机) | 中 | 低 | 中 |
2. 同步原则
状态 vs 输入
| 方法 | 同步什么 | 最适合 | | --- | --- | --- | | State Sync(状态同步) | 游戏状态 | 简单、对象少 | | Input Sync(输入同步) | 玩家输入 | 动作游戏 | | Hybrid(混合) | 两者 | 大多数游戏 |
延迟补偿
| 技术 | 目的 | | --- | --- | | Prediction(预测) | 客户端预测服务器 | | Interpolation(插值) | 平滑远程玩家 | | Reconciliation(和解) | 修正错误预测 | | Lag compensation(延迟补偿) | 回滚以进行命中检测 |
3. 网络优化
带宽减少
| 技术 | 节省 | | --- | --- | | Delta compression(增量压缩) | 仅发送变化 | | Quantization(量化) | 降低精度 | | Priority(优先级) | 重要数据优先 | | Area of interest(兴趣区域) | 仅附近实体 |
更新率
| 类型 | 速率 | | --- | --- | | 位置 | 20-60 Hz | | 生命值 | 变化时 | | 库存 | 变化时 | | 聊天 | 发送时 |
4. 安全原则
服务器权威
客户端: "我击中了敌人"
服务器: 验证 -> 抛射物真的击中了吗?
-> 玩家处于有效状态吗?
-> 时间上可能吗?
反作弊
| 作弊 | 预防 | | --- | --- | | Speed hack(速度挂) | 服务器验证移动 | | Aimbot(自瞄) | 服务器验证视线 | | Item dupe(复制物品) | 服务器拥有库存 | | Wall hack(透视) | 不发送隐藏数据 |
5. 匹配
考量因素
| 因素 | 影响 | | --- | --- | | Skill(技能) | 公平比赛 | | Latency(延迟) | 可玩的连接 | | Wait time(等待时间) | 玩家耐心 | | Party size(队伍大小) | 组队游玩 |
6. 反模式
| [FAIL] 禁止 | [OK] 推荐 | | --- | --- | | 信任客户端 | 服务器是权威 | | 发送一切 | 仅发送必要的 | | 忽略延迟 | 为 100-200ms 设计 | | 同步精确位置 | 插值/预测 |
> 记住: 永远不要信任客户端。服务器是真理之源。
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MisonL
- Source: MisonL/Ling
- License: MIT
- Homepage: https://www.npmjs.com/package/@mison/ling
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.