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cccskills

「client-server」の検索結果

9 件 ・ 関連度順

概要と使いどころ

Applies client-server architecture for web/mobile apps. Use when designing systems with centralized backend services, trust boundaries, or offline-first sync.

日本語の概要は準備中です。原文の説明を表示しています。

athola/claude-night-market3412026年10月10日 更新

Expertise in real-time multiplayer networking, lag compensation, and authoritative server architectureUse when "multiplayer game, netcode, client-server game, P2P networking, lag compensation, rollback networking, game server, matchmaking, lobby system, player synchronization, state replication, dedicated server, authoritative server, tick rate, network prediction, interpolation, extrapolation, GGPO, lockstep, real-time multiplayer, networking, multiplayer, gamedev, realtime, client-server, p2p, netcode, synchronization, lag-compensation, matchmaking" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Expert guide for autonomous API schema drift detection, OpenAPI / gRPC breaking change monitoring, self-healing SDK adapter generation, and zero-downtime client-server synchronization / Panduan ahli deteksi drift skema API otonom, pemantauan breaking change OpenAPI / gRPC, pembuatan adapter SDK self-healing, dan sinkronisasi client-server tanpa downtime.

日本語の概要は準備中です。原文の説明を表示しています。

roedyrustam/vibes-plug752026年10月9日 更新

Use this skill when authoring, reworking, or validating a Classic AUTOSAR software component (SWC) in Simulink, including autosar.api mappings, runnables, timing events, sender-receiver ports, client-server operations, IRVs, BSW service callers, and component ARXML updates.

日本語の概要は準備中です。原文の説明を表示しています。

matlab/simulink-agentic-toolkit1,2192026年10月8日 更新

Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Intercepts and analyzes HTTP/HTTPS traffic from mobile applications using Burp Suite proxy to identify insecure API communications, authentication flaws, data leakage, and server-side vulnerabilities. Use when performing mobile application penetration testing, assessing API security, or evaluating client-server communication patterns. Activates for requests involving mobile traffic interception, Burp Suite mobile proxy, API security testing, or mobile HTTPS analysis.

日本語の概要は準備中です。原文の説明を表示しています。

galyarderlabs/galyarder-framework252026年10月11日 更新

Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Unity 6 multiplayer and networking guide. Use when building multiplayer games, working with Netcode for GameObjects, NetworkManager, NetworkObject, NetworkBehaviour, RPCs (ServerRpc, ClientRpc), NetworkVariables, or Unity multiplayer services (Relay, Lobby). Covers client-server architecture, state synchronization, and scene management. Based on Unity 6.3 LTS documentation.

日本語の概要は準備中です。原文の説明を表示しています。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Place contracts and behavior across authority, prediction, presentation, localization, and assembly boundaries.

日本語の概要は準備中です。原文の説明を表示しています。

ArcaneSS14/arcane-new32026年10月13日 更新