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Aquarius-muAquarius-mu/skillManager/skills/gameserver-agent-skills/guide/SKILL.md

guide

Skill1 starsChanged 51 days agoMITView on GitHub

Use at the start of any session to understand which skill to invoke. Maps the full workflow — feature development, bug fixing, architecture, and utilities — for a C++ game server project with SVN.

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  • NVIDIASkill

    research

    Before designing a feature, research how comparable libraries solve the problem, check best practices, known pitfalls, and upstream changes. Use when starting a new feature, investigating an unfamiliar area, or the user asks to research something.

    Also in 3 projects that use this

  • VercelSkill

    setup

    Set up Vercel CLI and project configuration. Use when the user says "set up Vercel", "configure Vercel", "link to Vercel", or "vercel init".

    Also in 3 projects that use this

  • GoogleSkill

    code-review

    Adversarial systems, concurrency, memory-model, and architecture code review protocol. Use this skill whenever asked to review code, PRs, diffs, or branches in Filament.

    Also in 3 projects that use this

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SKILL.md

Gameserver Agent Skills — Guide

This package provides a complete agent workflow for C++ game server development.

The Golden Rule

Invoke the relevant skill BEFORE any response or action. Even a 1% chance a skill might apply means you should invoke it. Skills tell you HOW to approach work; don't skip them.


Workflow Map

Feature Development

idea → /brainstorm → /to-prd → /plan → /to-issues → /implement loop → svn commit
  1. /brainstorm — Explore intent, ask clarifying questions, produce a design spec
  2. /to-prd — Turn the design into a formal PRD and publish to the issue tracker
  3. /plan — Break the PRD into a step-by-step implementation plan
  4. /to-issues — Slice the plan into independently-grabbable SVN-ready issues
  5. /implement — Execute: implement slice → ./build.sh → /review → svn commit

Bug Fixing

bug report → /debug → implement fix → /review → svn commit
  1. /debug — Build a feedback loop, reproduce, hypothesise, fix
  2. /implement — Apply the fix with the implement→build→review loop
  3. /review — Code review before committing

Architecture Work

/zoom-out → /architect → /plan → /implement loop
  1. /zoom-out — Get a map of relevant modules and callers
  2. /architect — Find deepening opportunities, reduce coupling
  3. /plan + /implement — Execute the refactor

Prototyping

/prototype → capture decision → /plan → /implement

Skill Reference

SkillWhen to use
/brainstormBefore any feature work — explore requirements, produce a design doc
/to-prdTurn conversation context into a formal PRD on the issue tracker
/planBefore touching code — write a step-by-step implementation plan
/to-issuesBreak a plan into independently-grabbable issues
/implementExecute: implement → build → review → commit (repeat per slice)
/reviewCode review before any SVN commit
/debugDisciplined bug diagnosis with feedback loop
/architectFind and fix architectural friction in the codebase
/zoom-outGet a broader map of modules and callers in an unfamiliar area
/prototypeBuild throwaway C++ code to answer a design question
/grillInterview the user or design relentlessly until shared understanding
/triageMove issues through the triage state machine
/handoffCompact the session into a document for the next agent to pick up
/cavemanUltra-compressed output mode (~75% fewer tokens)

Project Context

  • Language: C++17
  • Framework: Custom in-house C++ game server framework
  • Build: ./build.sh (Unity Build)
  • Deploy: cpgame <server_id>
  • VCS: SVN — all commits use svn commit -m "...", all history via svn log
  • Protocol: .sdp files in Common/ (CS/SC) and Inter/ (server-to-server)
  • Naming: PascalCase classes, m_ prefix for members, i/b/s/v/st/p prefixes for locals

Quality Gate

No code is committed without passing: ./build.sh compiles clean → /review subagent approves → svn commit.

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