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colyseus-multiplayer

Build authoritative real-time multiplayer servers with Colyseus 0.17+. Use when implementing rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints. Keywords: colyseus, room lifecycle, schema, multiplayer, websocket, matchmaking, onJoin, onLeave, onDrop, allowReconnection.

Quality

90%

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SKILL.md
Quality
Evals
Security

Quality

Content

78%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is a well-structured, highly actionable skill: a gated workflow with explicit checkpoints, runnable quick commands with expected results, concrete BAD/GOOD anti-pattern code, and a clean reference split across three real bundle files. The deductions are minor — a duplicated principles section, overlapping anti-patterns, and a non-compiling `y` field in the main example's Schema — none of which undermine the guidance.

Suggestions

Add the missing `y` field (e.g. `@type("number") y: number = 0;`) to the `Player` Schema in the room implementation example so the `move` handler compiles as written.

Merge the "Philosophy" and "Core Principles" sections, which restate the same four rules, and consolidate the overlapping anti-patterns on trusting client position/score and absolute coordinates into one entry.

Add a failure branch to each workflow checkpoint (e.g. "if propagation fails, check for plain properties and re-run the test client") to close the workflow-clarity gap.

DimensionReasoningScore

Conciseness

The body is efficient and assumes Claude's competence — no basic-concept explanations — but there is tightening available: the "Philosophy" bullets and "Core Principles" list restate the same four rules ("Server is authoritative for all game state" vs "the server decides, the client only asks"), and anti-patterns "NEVER trust client position or score updates directly", "NEVER skip payload validation", and "NEVER accept absolute client coordinates" overlap substantially. This sits between anchor 4 (minor instances that could be trimmed) and anchor 3; the duplication is real but localized, so 4 fits better than 3.

4 / 5

Actionability

Guidance is mostly copy-paste ready: runnable commands ("npm create colyseus-app@latest server", "bun run src/index.ts") with expected results, a full room implementation, and BAD/GOOD code pairs. However, the main example's `move` handler executes `player.y += dy` while the `Player` Schema declares only `sessionId`, `x`, and `score` — the code does not compile as written, a minor gap that keeps it below anchor 5 ("copy-paste ready code ... cover the common cases") but comfortably above anchor 3 (pseudocode/incomplete).

4 / 5

Workflow Clarity

The "Deterministic Workflow" gives a clear 8-step sequence with two explicit bolded checkpoints ("**Checkpoint:** Verify schema sync with a test client before proceeding — confirm field changes propagate and no plain properties are used") plus a final multi-client verification step, so validation is present and gating ("before proceeding"). It falls short of anchor 5 only because there are no failure branches (what to do when a checkpoint fails) — matching anchor 4 ("clear sequence with most checkpoints present; minor validation gaps") rather than 3, since checkpoints are explicit, not merely implicit.

4 / 5

Progressive Disclosure

The body is a clear overview with a navigation table of three one-level-deep references, each with a topic and a "When to Use" column, and all three linked files exist in ./references/ with content matching their stated scope. Detail (lifecycle ordering, timeout policies, handler skeletons) is appropriately split out of SKILL.md, matching anchor 5 ("Clear overview with well-signaled one-level-deep references; content appropriately split").

5 / 5

Total

17

/

20

Passed

Description

100%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is a strong exemplar: it states a concrete capability set in third-person/imperative style, gives an explicit "Use when" clause with concrete triggers, and appends a keyword list covering both natural user terms and Colyseus-specific API names. It closely matches the rubric's good examples with no vague or padded language.

DimensionReasoningScore

Specificity

"Build authoritative real-time multiplayer servers with Colyseus 0.17+" names the domain, and the body lists multiple concrete actions — "rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints" — with comprehensive coverage. This matches the anchor-5 example style ("Extract text and tables from PDF files, fill forms, merge documents") rather than anchor 4, which requires minor gaps in coverage; no significant capability area of a Colyseus server is missing.

5 / 5

Completeness

It explicitly answers "what" ("Build authoritative real-time multiplayer servers with Colyseus 0.17+") and "when" with concrete trigger phrases ("Use when implementing rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints"). This mirrors the anchor-5 exemplar almost exactly; anchor 4 would require the "when" clause to be less explicit, which it is not.

5 / 5

Trigger Term Quality

The keyword list — "colyseus, room lifecycle, schema, multiplayer, websocket, matchmaking, onJoin, onLeave, onDrop, allowReconnection" — covers the natural terms a user would say (multiplayer, websocket, matchmaking, schema) plus API-level synonyms (room lifecycle / onJoin / allowReconnection). It is comprehensive with both domain synonyms and specific API names, matching the anchor-5 pattern of full synonym coverage; anchor 4 would apply only if natural terms were missing, and none are.

5 / 5

Distinctiveness Conflict Risk

"Colyseus 0.17+" plus triggers like "room lifecycle", "onJoin", "onDrop", "allowReconnection" carve out a clear niche with distinct, framework-specific triggers and minimal overlap risk with generic multiplayer or networking skills. Anchor 5 ("Clear niche with distinct triggers; minimal conflict risk") is the best fit; anchor 4 would require noticeable overlap with a closely related skill, which the framework-specific naming precludes.

5 / 5

Total

20

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

Total

15

/

16

Passed

Repository

pantheon-org/tekhne

Path

skills/specialized/colyseus-multiplayer/SKILL.md

Reviewed

Table of Contents

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