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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.

70

Quality

88%

Does it follow best practices?

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SecuritybySnyk

Medium

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Overview
Quality
Evals
Security
Files

Quality

Content

81%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.

A well-structured, actionable skill body with a clear sequenced workflow and a strong validation gate. It is held back only by a slightly redundant worked example and fixture guidance for Unreal/Mirror that is less executable than the Unity sample.

Suggestions

Move the Worked Example into its own reference file or compress it to just the inputs + final gate, since it re-walks all seven steps already in the Workflow section.

Add a concrete executable fixture skeleton for Unreal and Mirror matching the depth of the Unity [UnityTest] sample, rather than describing the harness approach in prose.

Tighten the Overview's opening paragraphs ('Networked games are state machines...') which state concepts Claude already knows.

DimensionReasoningScore

Conciseness

Dense with non-obvious domain specifics (engine APIs, XR clause IDs, tc qdisc commands) and mostly assumes Claude's networking competence, though the Worked Example re-walks the same seven steps already detailed in the Workflow section and could be trimmed.

4 / 5

Actionability

Provides copy-paste-ready C# UnityTest code and concrete tc qdisc fault-injection commands, but the Unreal and Mirror fixture guidance ('drive a multi-process test harness... use specs to observe') stays at the describe-the-approach level rather than full executable code.

4 / 5

Workflow Clarity

A clearly sequenced seven-step workflow culminating in an explicit go/no-go gate with coverage thresholds and a NO-GO verdict feedback loop, plus an anti-patterns checklist — satisfying the batch-operation validation requirement rather than triggering its cap.

5 / 5

Progressive Disclosure

Bulk per-engine state tables and cert-clause mappings are correctly split into references/engine-states.md and references/cert-clauses.md, both real files linked one level deep and clearly signaled inline; minor gap is the long inline Worked Example which could itself be a reference.

4 / 5

Total

17

/

20

Passed

Description

92%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.

A specific, well-triggered description that names concrete actions, three engines, and an explicit use-when clause tied to platform certification. Its only weakness is reliance on technical jargon (XR-067, MPSD) in place of a few more natural user phrasings.

DimensionReasoningScore

Specificity

Lists multiple concrete actions — enumerate connection/ownership/replicated-property states, cross with fault injection, encode fixtures, emit a go/no-go gate — across three named engines, giving comprehensive coverage rather than vague domain mention.

5 / 5

Completeness

Explicitly answers both what (build a state-machine coverage matrix exercising connect/authority-handoff/disconnect/reconnect/host-migration paths) and when ('Use before submitting a multiplayer title to platform cert') with a concrete trigger phrase.

5 / 5

Trigger Term Quality

Strong natural terms (multiplayer, host-migration, reconnect, platform cert, netcode) plus engine names, but leans on technical jargon like 'MPSD session state' and 'XR-067' that users would say less naturally, leaving a few common phrasings uncovered.

4 / 5

Distinctiveness Conflict Risk

Occupies a clear niche — multiplayer state-machine coverage mapped to platform cert clauses for three specific engines — with distinct triggers and minimal overlap risk with adjacent testing skills.

5 / 5

Total

19

/

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.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

Total

15

/

16

Passed

Reviewed

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