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authoritative-server权威服务器

Agent Skill

用于辅助安全审计、权限检查、凭据风险、认证流程和常见漏洞排查。它适合让 Agent 梳理敏感配置、检查依赖风险、分析鉴权逻辑或生成安全复核清单。使用时不能把工具输出直接当最终结论,涉及密钥、令牌、用户数据或生产系统时,应先确认最小权限、脱敏方式和操作边界。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:authoritative-server(权威服务器)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/authoritative-server
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill authoritative-server
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill authoritative-server

简介

构建多人去中心化场景的权威服务器控制逻辑,防止作弊并验证状态变更。

  • 同一代码库运行于服务端与客户端,服务端拥有完全裁决权。
  • 适用于 Decentraland 多人游戏、实时协作编辑等高一致性要求场景。
  • 安装需通过 npx skills add 添加 opendcl 仓库中的 authoritative-server 技能。
  • 必须使用 @dcl/sdk@auth-server 分支 SDK,普通版本不包含服务端 API。

SKILL.md

Authoritative Server Pattern

Build multiplayer Decentraland scenes where a headless server controls game state, validates changes, and prevents cheating. The same codebase runs on both server and client, with the server having full authority.

For basic CRDT multiplayer (no server), see the multiplayer-sync skill instead.

Setup

1. Install the auth-server SDK branch (MANDATORY)

You must use the auth-server tag — the standard @dcl/sdk does NOT include authoritative server APIs (isServer, registerMessages, Storage, EnvVar, etc.):

npm install @dcl/sdk@auth-server

2. Configure scene.json

Your scene.json must include these properties:

  • authoritativeMultiplayer: true — enables the authoritative server runtime.
  • worldConfiguration.name — identifies the world for deployment, Storage, and EnvVar.
  • logsPermissions — array of wallet addresses allowed to see server logs in the console. Without this, server console.log() output is hidden.
{
  "authoritativeMultiplayer": true,
  "worldConfiguration": {
    "name": "my-world-name.dcl.eth"
  },
  "logsPermissions": ["0xYourWalletAddress"]
}

3. Run the scene

Just use the normal preview — it automatically starts the authoritative server in the background when authoritativeMultiplayer: true is set in scene.json.

Debugging note (do NOT tell the user to run this): Under the hood, the preview runs npx @dcl/hammurabi-server@next. If the auth server isn't starting, check that the hammurabi process is running and look for errors in its output.

Server/Client Branching

Use isServer() to branch logic in a single codebase:

import { isServer } from '@dcl/sdk/network'

export async function main() {
  if (isServer()) {
    // Server-only: game logic, validation, state management
    const { server } = await import('./server/server')
    server()
    return
  }

  // Client-only: UI, input, message sending
  setupClient()
  setupUi()
}

The server runs your scene code headlessly (no rendering). It has access to all player positions via PlayerIdentityData and manages all authoritative game state.

Synced Components with Validation

Define custom components that sync from server to all clients. Always use validateBeforeChange() to prevent clients from modifying server-authoritative state.

Custom Components (Global Validation)

import { engine, Schemas } from '@dcl/sdk/ecs'
import { AUTH_SERVER_PEER_ID } from '@dcl/sdk/network/message-bus-sync'

export const GameState = engine.defineComponent('game:State', {
  phase: Schemas.String,
  score: Schemas.Number,
  timeRemaining: Schemas.Number
})

// Restrict ALL modifications to server only
GameState.validateBeforeChange((value) => {
  return value.senderAddress === AUTH_SERVER_PEER_ID
})

Built-in Components (Per-Entity Validation)

For built-in components like Transform and GltfContainer, use per-entity validation so you don't block client-side transforms on the player's own entities:

import { Entity, Transform, GltfContainer } from '@dcl/sdk/ecs'
import { AUTH_SERVER_PEER_ID } from '@dcl/sdk/network/message-bus-sync'

type ComponentWithValidation = {
  validateBeforeChange: (entity: Entity, cb: (value: { senderAddress: string }) => boolean) => void
}

function protectServerEntity(entity: Entity, components: ComponentWithValidation[]) {
  for (const component of components) {
    component.validateBeforeChange(entity, (value) => {
      return value.senderAddress === AUTH_SERVER_PEER_ID
    })
  }
}

// Usage: after creating a server-managed entity
const entity = engine.addEntity()
Transform.create(entity, { position: Vector3.create(10, 5, 10) })
GltfContainer.create(entity, { src: 'assets/model.glb' })
protectServerEntity(entity, [Transform, GltfContainer])

Syncing Entities

After creating and protecting an entity, sync it to all clients:

import { syncEntity } from '@dcl/sdk/network'

syncEntity(entity, [Transform.componentId, GameState.componentId])

Messages

Use registerMessages() for client-to-server and server-to-client communication:

Define Messages

import { Schemas } from '@dcl/sdk/ecs'
import { registerMessages } from '@dcl/sdk/network'

export const Messages = {
  // Client -> Server
  playerJoin: Schemas.Map({ displayName: Schemas.String }),
  playerAction: Schemas.Map({ actionType: Schemas.String, data: Schemas.Number }),

  // Server -> Client
  gameEvent: Schemas.Map({ eventType: Schemas.String, playerName: Schemas.String })
}

export const room = registerMessages(Messages)

Send Messages

// Client sends to server
room.send('playerJoin', { displayName: 'Alice' })

// Server sends to ALL clients
room.send('gameEvent', { eventType: 'ROUND_START', playerName: '' })

// Server sends to ONE client
room.send('gameEvent', { eventType: 'YOU_WIN', playerName: 'Alice' }, { to: [playerAddress] })

Receive Messages

// Server receives from client
room.onMessage('playerJoin', (data, context) => {
  if (!context) return
  const playerAddress = context.from  // Wallet address of sender
  console.log(`[Server] Player joined: ${data.displayName} (${playerAddress})`)
})

// Client receives from server
room.onMessage('gameEvent', (data) => {
  console.log(`Event: ${data.eventType}`)
})

Wait for State Sync

Before sending messages from the client, wait until state is synchronized:

import { isStateSyncronized } from '@dcl/sdk/network'

engine.addSystem(() => {
  if (!isStateSyncronized()) return

  // Safe to send messages now
  room.send('playerJoin', { displayName: 'Player' })
})

Server Reading Player Positions

The server can read actual player positions — critical for anti-cheat:

import { engine, PlayerIdentityData, Transform } from '@dcl/sdk/ecs'

engine.addSystem(() => {
  for (const [entity, identity] of engine.getEntitiesWith(PlayerIdentityData)) {
    const transform = Transform.getOrNull(entity)
    if (!transform) continue

    const address = identity.address
    const position = transform.position
    // Use actual server-verified position, not client-reported data
  }
})

Never trust client-reported positions. Always read PlayerIdentityData + Transform on the server.

Storage

Persist data across server restarts. Server-only — guard with isServer().

import { Storage } from '@dcl/sdk/server'

World Storage (Global)

Shared across all players:

// Store
await Storage.world.set('leaderboard', JSON.stringify(leaderboardData))

// Retrieve
const data = await Storage.world.get<string>('leaderboard')
if (data) {
  const leaderboard = JSON.parse(data)
}

// Delete
await Storage.world.delete('oldKey')

Player Storage (Per-Player)

Keyed by player wallet address:

// Store
await Storage.player.set(playerAddress, 'highScore', String(score))

// Retrieve
const saved = await Storage.player.get<string>(playerAddress, 'highScore')
const highScore = saved ? parseInt(saved) : 0

// Delete
await Storage.player.delete(playerAddress, 'highScore')

Storage only accepts strings. Use JSON.stringify()/JSON.parse() for objects and String()/parseInt() for numbers.

Local development storage is at node_modules/@dcl/sdk-commands/.runtime-data/server-storage.json.

Environment Variables

Configure your scene without hardcoding values. Server-only — guard with isServer().

import { EnvVar } from '@dcl/sdk/server'

// Read a variable with default
const maxPlayers = parseInt((await EnvVar.get('MAX_PLAYERS')) || '4')
const debugMode = ((await EnvVar.get('DEBUG')) || 'false') === 'true'

Local Development

Create a .env file in your project root:

MAX_PLAYERS=8
GAME_DURATION=300
DEBUG=true

Add .env to your .gitignore.

Deploy to Production

# Set a variable
npx sdk-commands deploy-env MAX_PLAYERS --value 8

# Delete a variable
npx sdk-commands deploy-env OLD_VAR --delete

Deployed env vars take precedence over .env file values.

Recommended Project Structure

src/
├── index.ts              # Entry point — isServer() branching
├── client/
│   ├── setup.ts          # Client initialization, message handlers
│   └── ui.tsx            # React ECS UI reading synced state
├── server/
│   ├── server.ts         # Server init, systems, message handlers
│   └── gameState.ts      # Server state management class
└── shared/
    ├── schemas.ts        # Synced component definitions + validateBeforeChange
    └── messages.ts       # Message definitions via registerMessages()

Put synced components and messages in shared/ so both server and client import the same definitions. Keep server logic (Storage, EnvVar, game systems) in server/. Keep UI and client input in client/.

Testing & Debugging

  • Log prefixes: Use [Server] and [Client] prefixes in console.log() to distinguish server and client output in the terminal.
  • Stale CRDT files: If you see "Outside of the bounds of written data" errors, delete main.crdt and main1.crdt files and restart.
  • Storage inspection: Check node_modules/@dcl/sdk-commands/.runtime-data/server-storage.json to inspect persisted data during local development.
  • Timers: setTimeout/setInterval are available via runtime polyfill. For game logic, prefer engine.addSystem() with a delta-time accumulator to stay in sync with the frame loop.
  • Entity sync issues: Verify you call syncEntity(entity, [componentIds]) with the correct component IDs (MyComponent.componentId).

Important Notes

  • Use Schemas.Int64 for timestamps: Schemas.Number corrupts large numbers (13+ digits). Always use Schemas.Int64 for values like Date.now().
  • State sync readiness: Clients must wait for isStateSyncronized() (from @dcl/sdk/network) to return true before sending messages. Note the intentional SDK typo: "Syncronized" not "Synchronized".
  • Custom vs built-in validation: Custom components use global validateBeforeChange((value) =>...). Built-in components (Transform, GltfContainer) use per-entity validateBeforeChange(entity, (value) =>...).
  • Single codebase: Both server and client run the same index.ts entry point. Use isServer() to branch.
  • No Node.js APIs: The DCL runtime uses sandboxed QuickJS — no fs, http, etc. setTimeout/setInterval are supported. Use SDK-provided APIs (Storage, EnvVar, engine systems) for server-side operations.
  • SDK branch (MANDATORY): The auth-server pattern requires npm install @dcl/sdk@auth-server, not the standard @dcl/sdk. Without it, isServer(), registerMessages(), Storage, and EnvVar are unavailable.
  • scene.json required fields: authoritativeMultiplayer: true must be set, and logsPermissions: ["0xWalletAddress"] must list wallet addresses that should see server logs.
  • For basic CRDT multiplayer without a server, see the multiplayer-sync skill.

For complete server setup examples, authentication flow, state reconciliation, Storage patterns, and EnvVar usage, see {baseDir}/references/server-patterns.md.

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02

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敏感数据

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