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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.

75

Quality

94%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

Overview
Quality
Evals
Security
Files

Quality

Content

85%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 strong build-an-X skill: the workflow is unambiguous, validated by a quantified gate, demonstrated end-to-end in a worked example, and backed by real one-level-deep references. Weaknesses are minor — repeated inline URLs, slight duplication of the cert-Hold justification, and fixture code that is illustrative rather than fully executable for two of the three engines.

Suggestions

Cite the Xbox Requirements and certification-guide URLs once (e.g., in Step 6 or the references/cert-clauses.md file) instead of repeating them 4-5 times inline, trimming tokens without losing verifiability.

Make the Unity NGO fixture self-contained or note that StartHost()/StartClient()/SpawnNpc() are project-local harness helpers, so the example reads as executable rather than pseudocode.

Add a minimal Mirror fixture snippet (e.g., a LatencySimulation-equipped transport test mirroring the NGO example) so all three advertised engines have concrete code, not just the one.

DimensionReasoningScore

Conciseness

The body is dense with non-obvious domain specifics (state tables, fault-injection commands, cert-clause mappings, anti-patterns) and avoids explaining basics, but the Microsoft cert page URL is repeated ~4 times across sections and the 'Hold reasons' fact is duplicated between the 'When to use' section and the frontmatter description. Anchor 4 (efficient, minor trimmable over-explanation) fits better than 5's 'every token earns its place'.

4 / 5

Actionability

Copy-paste-ready `tc qdisc` fault-injection commands and a concrete Unity NGO `[UnityTest]` fixture cover the common case, but the fixture relies on undefined helpers (StartHost(), host.SpawnNpc()) and the Mirror and Unreal fixture encodings are described only in prose. Mostly executable with minor gaps — anchor 4, not 5.

4 / 5

Workflow Clarity

Seven clearly sequenced steps culminate in an explicit go/no-go validation gate with quantified thresholds (high-risk bucket at 100%, cert-mapped clauses covered), and the worked example demonstrates a NO-GO verdict with the recovery direction stated. Checkpoints and error-recovery guidance are present, matching the anchor for explicit validation with feedback.

5 / 5

Progressive Disclosure

Both referenced files exist (references/engine-states.md, references/cert-clauses.md), are signaled at the exact point of use in Steps 1-2 and 6, are one level deep, and correctly absorb the bulk per-engine tables; the body stays a navigable overview with well-labeled sections (Inputs, Workflow, Worked example, Anti-patterns, Limitations).

5 / 5

Total

18

/

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 exemplary: it names a concrete artifact (coverage matrix + go/no-go gate), enumerates the exact workflow steps, lists all three engines and all relevant fault and path types, and closes with an explicit 'Use before...' trigger grounded in a specific cert failure mode (XR-067, Hold reasons). Third-person/imperative voice is consistent and there is no filler.

DimensionReasoningScore

Specificity

Lists five distinct 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', 'emit a go / no-go gate') with named engines and path types; comprehensive rather than merely several actions.

5 / 5

Completeness

Explicitly answers both 'what' (the enumerated build-a-coverage-matrix workflow) and 'when' ('Use before submitting a multiplayer title to platform cert') with a concrete trigger phrase, matching the anchor exactly.

5 / 5

Trigger Term Quality

Covers the natural phrases a game developer or QA lead would say when needing this skill ('multiplayer', 'netcode', 'host-migration', 'reconnect', 'disconnect', 'platform cert', 'Hold', 'XR-067') plus engine names and synonyms like 'multiplayer title'/'networked-game' and 'cert'/'certification'.

5 / 5

Distinctiveness Conflict Risk

A clear niche — netcode state-machine coverage for console platform cert — with engine-specific and cert-specific triggers; no realistic collision with generic testing or certification skills.

5 / 5

Total

20

/

20

Passed

Validation

100%

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

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Reviewed

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