rakhnianskii9-god-godot-network-code-instructions.ocm.json json Copy{
"ocm": "1",
"id": "rakhnianskii9-god-godot-network-code-instructions",
"kind": "skill",
"name": "network-code",
"description": "Use when editing multiplayer or network gameplay code: replication, authority, prediction, rollback, packet validation, or networking infrastructure.",
"publisher": "rakhnianskii9",
"version": "1.0.0",
"capabilities": {
"domains": [
"coding"
],
"tags": [
"skill-md",
"github-instructions"
],
"languages": [
"en"
]
},
"quality_prior": 0.6,
"examples": [
"Use when editing multiplayer or network gameplay code: replication, authority, prediction, rollback, packet validation, or networking infrastructure."
],
"primary": false,
"metadata": {
"source": {
"provider": "github-instructions",
"repository": "https://github.com/rakhnianskii9/God-Godot",
"path": ".github/instructions/network-code.instructions.md",
"ref": "b33856766e4f964f20faa8cbbe4daa6dc494b188",
"url": "https://github.com/rakhnianskii9/God-Godot/blob/b33856766e4f964f20faa8cbbe4daa6dc494b188/.github/instructions/network-code.instructions.md",
"key": "rakhnianskii9/God-Godot/.github/instructions/network-code.instructions.md"
},
"applies_to": "my-game/scripts/**, my-game/scenes/**"
},
"instructions": "# Network Code Rules\n\n- Server is AUTHORITATIVE for all gameplay-critical state — never trust the client\n- All network messages must be versioned for forward/backward compatibility\n- Client predicts locally, reconciles with server — implement rollback for mispredictions\n- Handle disconnection, reconnection, and host migration gracefully\n- Rate-limit all network logging to prevent log flooding\n- All networked values must specify replication strategy: reliable/unreliable, frequency, interpolation\n- Bandwidth budget: define and track per-message-type bandwidth usage\n- Security: validate all incom",
"cost": {
"context_tokens": 158
}
}