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testland/multiplayer-state-machine-coverage

Build a coverage matrix for a networked-game state machine that exercises connect / authority-handoff / disconnect / reconnect / host-migration paths across Unity Netcode for GameObjects, Unreal Engine replication, and Mirror Networking. Workflow: enumerate the engine's connection states + ownership states + replicated-property update rules, cross them against latency / loss / out-of-order packet injection, encode each combination as a test fixture, and emit a go / no-go gate. Use before submitting a multiplayer title to platform cert - Microsoft's cert guide lists 'Multiplayer does not work as expected' as one of the most common Hold reasons, and Xbox XR-067 (MPSD session state) is failed by uncovered state-machine paths.

74

Quality

93%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

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SecuritybySnyk

Medium

Suggest reviewing before use

Overview
Quality
Evals
Security
Files

Quality

Content

85%

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

A highly actionable, well-structured workflow skill with clear sequencing, an explicit validation gate, and properly offloaded one-level-deep references. Its main weakness is conciseness: a redundant worked example, conceptual framing, and inline time-sensitive version numbers that could be tightened or moved to a deprecated section.

Suggestions

Trim the Overview opening ('Networked games are state machines...') and the Composes-with list to the minimum needed to frame the workflow; lean on the actionable steps sooner.

Cut the Worked Example's restatement of all seven steps — keep only the concrete deltas (the NGO v2.11 state names, the failing XR-015 fixture, and the NO-GO verdict) since the steps are already specified above.

Move time-sensitive version numbers (Netcode for GameObjects v2.11, XR v16.1 May 2026, Unity 6.0) into a dedicated 'Version notes / deprecated' section and cite the Xbox Requirements URL once rather than repeating it inline.

DimensionReasoningScore

Conciseness

Information-dense and mostly earns its place, but the Worked Example re-walks all seven steps already detailed above, the Overview opens with conceptual framing ('Networked games are state machines...'), and time-sensitive version numbers (Netcode for GameObjects v2.11, XR v16.1 May 2026, Unity 6.0) sit inline rather than in a deprecated/old-patterns section — which the rubric says should penalize conciseness. Not a 1 (no generic concept padding) but not lean enough for a 3.

2 / 3

Actionability

Provides copy-paste-ready artifacts: a complete UTF [UnityTest] C# fixture with real assertions, exact `tc qdisc … netem` injection commands, and a concrete go/no-go gate report template; the Unreal and Mirror notes are specific about mechanism (Multi-User Editor / Multi-Process PIE, Mirror simulation transports) rather than pseudocode. This meets 'specific examples; copy-paste ready' for the workflow's core artifacts.

3 / 3

Workflow Clarity

Seven explicitly sequenced steps culminate in a validation checkpoint — the go/no-go gate that 'refuses to advance … until every cert-mapped clause is covered and the high-risk bucket is at 100%' — with a worked NO-GO failure case and an Anti-patterns table that supplies error-recovery fixes, satisfying the validation/feedback-loop requirement for batch test generation.

3 / 3

Progressive Disclosure

SKILL.md is an overview + workflow with well-signaled, one-level-deep references to real files — [references/engine-states.md] (Steps 1–2) and [references/cert-clauses.md] (Step 6), both present on disk — and the bulky per-engine state tables and cert-clause mappings are correctly split out rather than inlined.

3 / 3

Total

11

/

12

Passed

Description

100%

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

A strong description: it states concrete actions, an explicit use-when trigger, natural domain keywords, and a distinctive niche. It uses third-person/imperative voice throughout with no first- or second-person phrasing to penalize.

DimensionReasoningScore

Specificity

Lists multiple concrete actions — 'enumerate the engine's connection states + ownership states + replicated-property update rules', 'cross them against latency / loss / out-of-order packet injection', 'encode each combination as a test fixture', and 'emit a go / no-go gate' — and names the three specific engines, matching the anchor for several specific concrete actions.

3 / 3

Completeness

Answers both 'what' (build a coverage matrix exercising connect/handoff/disconnect/reconnect/host-migration paths) and 'when' with an explicit trigger — 'Use before submitting a multiplayer title to platform cert' — so it is not capped at 2 by the missing-trigger guideline.

3 / 3

Trigger Term Quality

Contains natural terms a multiplayer/cert user would actually say — 'multiplayer title', 'platform cert', 'host-migration', 'reconnect', 'disconnect', 'state machine' — alongside the domain identifiers; not merely generic jargon. Some XR-067/MPSD shorthand is present but the core trigger vocabulary is natural and well covered.

3 / 3

Distinctiveness Conflict Risk

Occupies a clear, narrow niche — netcode state-machine coverage across Unity NGO / Unreal replication / Mirror tied to platform cert XR clauses — that no general skill would collide with, making wrong-skill triggering unlikely.

3 / 3

Total

12

/

12

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.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

Total

15

/

16

Passed

Reviewed

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