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

zoom-out

Skill1 starsChanged 53 days agoMITView on GitHub

Go up a level of abstraction and map all relevant modules and callers. Use when unfamiliar with a section of code or needing to understand how something fits into the bigger picture.

114 other projects use a version of this, 74 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use request-refactor-plan, design-an-interface and 8 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • simo97Skill

    request-refactor-plan

    Use this skill when user wants to create a refactor plan.

    Also in 16 projects that use this

  • simo97Skill

    design-an-interface

    Generate multiple radically different interface designs for a module using parallel sub-agents. Use when user wants to design an API, explore interface options, compare module shapes, or mentions "design it twice".

    Also in 16 projects that use this

  • GoogleSkill

    setup-matt-pocock-skills

    Configure this repo for the engineering skills — set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.

    Also in 45 projects that use this

  • kennethkeimSkill

    ubiquitous-language

    Extract a DDD-style ubiquitous language glossary from the current conversation, flagging ambiguities and proposing canonical terms. Saves to UBIQUITOUS_LANGUAGE.md. Use when user wants to define domain terms, build a glossary, harden terminology, create a ubiquitous language, or mentions "domain model" or "DDD".

    Also in 15 projects that use this

  • Code-ShockSkill

    git-guardrails

    Set up git guardrails — a Claude Code PreToolUse hook that intercepts and blocks dangerous git commands such as force-push and hard reset before they run. Use to install git safety hooks or when the user runs /git-guardrails.

    Also in 3 projects that use this

  • AnasX7Skill

    setup-pre-commit

    Set up Husky pre-commit hooks with lint-staged (Prettier), type checking, and tests in the current repo. Use when user wants to add pre-commit hooks, set up Husky, configure lint-staged, or add commit-time formatting/typechecking/testing.

    Also in 26 projects that use this

  • +3 more from simo97

The file

We split this skill into the rules it gives an agent

5 rules. 0 are common, 3 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 24 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Ask or infer what the user wants to understand:

    line 22
  2. Distinctive:

    Use the project's actual vocabulary — Manager names, struct names, sdp command names — not generic terms.

    line 76
  3. Very specific:

    Always check CommandRegister.h for command routing (REGISTER_COMMAND entries)

    line 80
  4. Distinctive:

    Look for Manager singletons and their dependencies

    line 81
  5. Very specific:

    Check .sdp files in Common/ (CS/SC) and Inter/ (server-to-server) for protocol definitions

    line 82

“Common” is measured: kept by at least 6 in 10 of the 24 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Zoom Out

Get a map of how a piece of code fits into the bigger picture. Use when you're unfamiliar with an area, about to make changes, or need to understand call chains before modifying behaviour.

When to Invoke

  • About to work in an unfamiliar module or subsystem
  • Need to understand who calls a function, Manager, or CmdParser handler
  • Planning changes that might have side effects elsewhere
  • User asks "what touches this?" or "how does this connect?"

Process

1. Identify the Target

Ask or infer what the user wants to understand:

  • A specific function, class, Manager, or CmdParser handler
  • A subsystem (e.g. "the mail system", "guild logic")
  • A data flow (e.g. "how does player login work end to end?")

2. Map Upward — Callers

Walk up from the target:

  • Who calls this function/handler? (grep for function name, check CommandRegister.h for command routing)
  • What triggers this code path? (client CS command? server-to-server Inter command? timer?)
  • Which Managers or Logic layers are involved?

3. Map Downward — Dependencies

Walk down from the target:

  • What does this module depend on? (other Managers, utility classes, data loaders)
  • What data does it read/write? (player data, global data, caches)
  • What protocols does it send/receive? (SC responses, Inter messages)

4. Map Sideways — Peers

Identify related modules at the same level:

  • Other handlers in the same CmdParser
  • Other methods on the same Manager
  • Sibling modules in the same subsystem

5. Present the Map

Output a structured overview:

## Target: <module/function name>

### Call Chain (upward)
Client → CmdParser::<Handler>::onCmd → <Manager>::<method>

### Dependencies (downward)
- <Manager>::getData() — reads player data
- SafeSub() — balance calculation
- SC_<protocol> — sends response to client

### Peers (sideways)
- CmdParser::<OtherHandler> — related command in same parser
- <Manager>::<otherMethod> — sibling operation

### Key Data Flows
- Reads: PlayerData.stXXX, GlobalData.iXXX
- Writes: PlayerData.stXXX (calls setChanged())
- Protocols: CS_XXX → SC_YYY

### Notes
- <any important context: race conditions, ordering constraints, known issues>

Use the project's actual vocabulary — Manager names, struct names, sdp command names — not generic terms.

C++ Game Server Specifics

  • Always check CommandRegister.h for command routing (REGISTER_COMMAND entries)
  • Look for Manager singletons and their dependencies
  • Check .sdp files in Common/ (CS/SC) and Inter/ (server-to-server) for protocol definitions
  • Note setChanged() calls — these indicate persistent state modifications
  • Identify which layer owns the logic (CmdParser should only parse + delegate, Manager owns business logic)

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