Multiplayer game development principles. Architecture, networking, synchronization.
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Multiplayer game development principles. Architecture, networking, synchronization.
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Rebuild the Galyarder Knowledge Graph and Obsidian World Map. Essential for structural RAG and multi-platform synchronization.
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Detox E2E gray-box testing for React Native - matchers, actions, expectations, waitFor, device API, synchronization, mocking, artifacts, CI integration
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HTTP request smuggling and desynchronization testing. Use when front proxies, CDNs, or load balancers disagree with the origin on message framing (Content-Length vs Transfer-Encoding), on HTTP/2→HTTP/1 translation, or when exploring client-side desync via browser fetch pipelines.
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Race condition and TOCTOU testing for web apps. Use when testing one-time operations, concurrent HTTP abuse, rate-limit bypass, Turbo Intruder gates, HTTP/2 single-packet attacks, and CWE-362-style synchronization gaps.
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Exploit advanced HTTP Request Smuggling combining Transfer-Encoding vulnerabilities (TE.TE). By obscuring the Transfer-Encoding header, an attacker forces desynchronization between a frontend proxy (which processes the request one way) and the backend server (which processes it another way), allowing the smuggling of malicious requests to bypass security controls or poison caches.
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Use when a task needs the judgment of a livestock geneticist/animal breeder — selecting a sire against EPDs or genomic data, screening a proposed mating for inbreeding risk, deciding AI versus natural service, timing an estrus-synchronization protocol, or defending a breeding-goal tradeoff to a herd owner.
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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.
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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.
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Search DigiKey by keyword or part number, check stock and price breaks, retrieve component specifications, and download or synchronize datasheets for an electronics project. Use when the user explicitly wants DigiKey data, a DigiKey prototype-order comparison, or direct datasheet synchronization. For distributor-neutral sourcing, multi-vendor price comparison, or order-file generation, use the bom skill instead.
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Multiplayer game development principles. Architecture, networking, synchronization.
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Use when large data ingestion, backfill, export, ETL, warehouse loading, manifest catch-up, or table synchronization needs to become much faster while preserving data correctness.
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React useEffect best practices from official docs. Use when writing/reviewing useEffect, useState for derived values, data fetching, or state synchronization. Teaches when NOT to use Effect and better alternatives.
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Foundational theory for process-oriented concurrency through synchronous message-passing, applicable to multi-agent coordination and parallel decomposition
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Master advanced AgentDB features including QUIC synchronization, multi-database management, custom distance metrics, hybrid search, and distributed systems integration. Use when building distributed AI systems, multi-agent coordination, or advanced vector search applications.
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Parse and interpret execution debug logs generated by the EMULATORS framework, correlating each CPU instruction block with its VIC-II, CIA, SID, interrupt, stop, raster, badline, and memory-access cycles. Use for .LOG traces from EMULATORS when diagnosing cycle timing, raster effects, CPU stalls, IRQ/NMI entry, instruction/chip synchronization, or when reconstructing execution around a PC or mapped register.
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Validate and implement Sinclair ZX81 video emulation in the EMULATORS repository for /mZX811, /mZX812, and /mZX813, including ULA character generation, Z80 display-file execution, M1/refresh/HALT/INT behavior, scanline timing, HSYNC/VSYNC, NMI generator and WAIT synchronization, SLOW and FAST modes, PAL/NTSC margins, collapsed display files, inverse video, high-resolution techniques, ROM-version interactions, and ULA revision boundaries. Use when Codex reviews or edits namespace ZX81 ULA, ULARegisters, MemoryVideoCode, Memory, PortManager, Screen, CPU interrupt timing, raster, ROM-specific video flow, or ZX81 video tests.
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Report this machine's file-synchronization state with the whole fleet: peers connected, per-share state and files still needed, folder errors, and how many sync-conflict files piled up, which is the silent sign two machines are fighting over a file. Read-only and zero tokens. Triggers: "/sync-check", "is sync alive", "sync status".
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Use for multi-machine HTTP delta sync with peer management.
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Use when building custom agent backends, implementing the AG-UI protocol, debugging streaming issues, or understanding how agents communicate with frontends. Covers event types, SSE transport, AbstractAgent/HttpAgent patterns, state synchronization, tool calls, and human-in-the-loop flows.
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Implements declarative Flutter routing using GoRouter v17 with URL-based navigation, deep linking, and authentication guards. Activates when configuring GoRoute path patterns, setting up StatefulShellRoute for persistent bottom navigation state, implementing ShellRoute for shared nested layouts, adding redirect guards with loop prevention (idempotent redirects), configuring deep links for iOS (FlutterDeepLinkingEnabled) or Android (intent-filters), debugging redirect loops or navigation stack issues, handling 404 error routes with errorBuilder, using named routes with path/query/extra parameters, or migrating from imperative Navigator.push to declarative routing. Ideal for Flutter web apps requiring URL bar synchronization, mobile apps with universal links or app links, or multi-level navigation hierarchies.
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Diagnose, fix, or validate SwiftUI animation and scroll behavior by temporarily instrumenting views with MotionEyes, capturing console traces over time, and comparing motion data to user intent or test expectations. Use when users report bugs such as wrong direction, premature fade, timing or easing mismatch, unexpected movement, missing movement, incorrect relative movement between views, scroll jumps, scroll restoration drift, content-offset desynchronization, or when they want to turn MotionEyes traces into focused assertions. Prefer XcodeBuildMCP log capture first and fallback to CLI log streaming; remove only agent-added MotionEyes instrumentation after validation.
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Multiplayer game development principles. Architecture, networking, synchronization.
中文简介正在准备中。当前显示原文说明。
Master advanced AgentDB features including QUIC synchronization, multi-database management, custom distance metrics, hybrid search, and distributed systems integration. Use when building distributed AI systems, multi-agent coordination, or advanced vector search applications.
中文简介正在准备中。当前显示原文说明。