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SKILL verified MIT Self-run

Multiplayer

skill-misonl-ling-multiplayer · by MisonL

多人游戏开发原则。架构、网络、同步。

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Install

$ agentstack add skill-misonl-ling-multiplayer

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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○ 6mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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 →
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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.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.