Use when you have a written implementation plan to execute in a separate session with review checkpoints
npx skills add pluginagentmarketplace/custom-plugin-game-developer --skill "networking-servers"
Install specific skill from multi-skill repository
# Description
|
# SKILL.md
name: networking-servers
version: "2.0.0"
description: |
Multiplayer systems, netcode, game servers, synchronization, and anti-cheat.
Build scalable, responsive multiplayer experiences.
sasmp_version: "1.3.0"
bonded_agent: 05-networking-multiplayer
bond_type: PRIMARY_BOND
parameters:
- name: architecture
type: string
required: false
validation:
enum: [client_server, p2p, hybrid, dedicated]
- name: framework
type: string
required: false
validation:
enum: [photon, mirror, netcode, fishnet, custom]
retry_policy:
enabled: true
max_attempts: 5
backoff: exponential
jitter: true
observability:
log_events: [start, complete, error, reconnect]
metrics: [latency_ms, packet_loss, bandwidth_kbps, player_count]
Networking & Game Servers
Network Architecture
CLIENT-SERVER (AUTHORITATIVE):
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β DEDICATED SERVER β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β β’ Authoritative game state β β
β β β’ Physics simulation β β
β β β’ Hit validation β β
β β β’ Anti-cheat checks β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β ββ ββ ββ ββ β
β [Client A] [Client B] [Client C] [Client D] β
β ββ Prediction ββ Prediction ββ Prediction ββ Predictionβ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Netcode Implementation
Client Prediction with Reconciliation
// β
Production-Ready: Prediction + Reconciliation System
public class NetworkedMovement : NetworkBehaviour
{
private struct InputPayload
{
public uint Tick;
public uint Sequence;
public Vector2 MoveInput;
public bool Jump;
}
private Queue<InputPayload> _pendingInputs = new();
private CircularBuffer<PlayerState> _stateHistory;
private uint _inputSequence;
private void Update()
{
if (!IsOwner) return;
// Capture input
var input = new InputPayload
{
Tick = NetworkManager.ServerTime.Tick,
Sequence = _inputSequence++,
MoveInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")),
Jump = Input.GetButtonDown("Jump")
};
// Predict locally (immediate response)
ApplyInput(input);
// Store for reconciliation
_pendingInputs.Enqueue(input);
_stateHistory.Add(GetCurrentState());
// Send to server
SendInputServerRpc(input);
}
[ClientRpc]
private void ReconcileClientRpc(uint ackedSequence, PlayerState serverState)
{
if (!IsOwner) return;
// Remove acknowledged inputs
while (_pendingInputs.Count > 0 && _pendingInputs.Peek().Sequence <= ackedSequence)
_pendingInputs.Dequeue();
// Check for prediction error
var predictedState = _stateHistory.Get(ackedSequence);
if (Vector3.Distance(predictedState.Position, serverState.Position) > 0.01f)
{
// Reconcile: reset to server state, replay pending inputs
SetState(serverState);
foreach (var input in _pendingInputs)
ApplyInput(input);
}
}
}
Lag Compensation
// β
Production-Ready: Server-Side Rewind
public class LagCompensation : NetworkBehaviour
{
private const int HISTORY_SIZE = 128;
private const float MAX_REWIND_MS = 200f;
private CircularBuffer<PositionSnapshot>[] _playerHistory;
[ServerRpc]
public void RequestHitValidationServerRpc(uint shooterClientId,
Vector3 shootOrigin, Vector3 shootDirection, uint targetClientId)
{
// Get shooter's RTT
float rtt = NetworkManager.ConnectedClients[shooterClientId].RTT;
float rewindTime = Mathf.Min(rtt / 2f + 50f, MAX_REWIND_MS);
// Get target's position at that time
var targetPastPosition = GetPositionAtTime(targetClientId,
Time.time - (rewindTime / 1000f));
// Perform hit check at rewound position
if (Physics.Raycast(shootOrigin, shootDirection, out var hit))
{
if (Vector3.Distance(hit.point, targetPastPosition) < 1f)
{
// Valid hit - apply damage
ApplyDamage(targetClientId, 25);
}
}
}
}
Server Architecture
SCALABLE SERVER ARCHITECTURE:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β LOAD BALANCER (Global) β
β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β MATCHMAKING SERVICE β β
β β β’ Player queuing β β
β β β’ Skill-based matching β β
β β β’ Session creation β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β GAME SERVERS (Auto-scaled) β β
β β [US-East] [US-West] [EU] [Asia] β β
β β Each region: 10-1000 instances β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β DATABASE CLUSTER β β
β β β’ Player profiles β β
β β β’ Match history β β
β β β’ Leaderboards β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Bandwidth Optimization
| Technique | Savings | Implementation |
|---|---|---|
| Delta Compression | 60-80% | Only send changed values |
| Quantization | 50-70% | Float β fixed-point |
| Bit Packing | 30-50% | Custom serialization |
| Interest Management | 70-90% | Only send relevant data |
| Priority Queue | Variable | Less important = less often |
Anti-Cheat Strategies
ANTI-CHEAT LAYERS:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β LAYER 1: Server Authority β
β β All game state validated on server β
β β Never trust client β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β LAYER 2: Sanity Checks β
β β Movement speed limits β
β β Action rate limits β
β β Position validation β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β LAYER 3: Statistical Detection β
β β Inhuman accuracy patterns β
β β Impossible reaction times β
β β Abnormal session metrics β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β LAYER 4: Client-Side (Optional) β
β β Memory scanning (EAC, BattlEye) β
β β Process monitoring β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
π§ Troubleshooting
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: Players rubber-banding / teleporting β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Increase interpolation buffer β
β β Add jitter buffer for packets β
β β Smooth corrections (lerp, not snap) β
β β Check prediction code determinism β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: Desyncs between clients β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Use fixed-point math β
β β Sync random seeds β
β β Periodic full-state resync β
β β State hash comparison β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PROBLEM: High bandwidth usage β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β SOLUTIONS: β
β β Implement delta compression β
β β Reduce tick rate for non-critical data β
β β Use interest management β
β β Quantize position/rotation values β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Framework Comparison
| Framework | Best For | Max Players | Learning Curve |
|---|---|---|---|
| Photon | Quick start | 16-32 | Easy |
| Mirror | Open source | 100+ | Medium |
| Netcode for GO | Unity official | 100+ | Medium |
| FishNet | Performance | 200+ | Medium |
| Custom | Full control | Unlimited | Hard |
Use this skill: When building multiplayer, designing servers, or implementing anti-cheat.
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.