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multiplayer-sync多人同步

Agent Skill

multiplayer-sync 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

485

周安装

20

GitHub Stars

13

下载量

158
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:multiplayer-sync(多人同步)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/multiplayer-sync
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill multiplayer-sync
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 multiplayer-sync

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在多团队协作场景中同步代码状态或追踪任务进展。
  • 可帮助合并变更、识别重复提交或生成同步报告。
  • 安装命令:npx skills add https://github.com/dcl-regenesislabs/opendcl --skill multiplayer-sync。
  • 注意避免误操作,建议在沙箱或测试环境中验证后再应用于正式流程。

SKILL.md

Multiplayer Synchronization in Decentraland

Decentraland scenes are inherently multiplayer. All players in the same scene share the same space. SDK7 uses CRDT-based synchronization.

Runtime constraint: Decentraland runs in a QuickJS sandbox. No Node.js APIs (fs, http, path, process). Use fetch() and WebSocket for network communication. See the scene-runtime skill for async patterns.

Sync Strategy Decision Tree

Choose the right networking approach based on what you need:

StrategyUse WhenPersistenceExample
syncEntityShared state that all players see and that persists for new arrivalsYes — state survives player join/leaveDoors, switches, scoreboards, elevators
MessageBusEphemeral events that only matter in the momentNo — late joiners miss past messagesChat messages, sound effects, particle triggers
fetch / REST APIReading or writing data to an external serverServer-dependentLeaderboards, inventory, external game state
signedFetchAuthenticated requests that prove player identityServer-dependentClaiming rewards, submitting verified scores
WebSocketReal-time bidirectional communication with a serverConnection-dependentLive game servers, real-time chat, authoritative multiplayer

Decision flow:

  1. Does every player need to see the same state, including late joiners? --> syncEntity
  2. Is it a fire-and-forget event only for players currently in the scene? --> MessageBus
  3. Do you need to talk to an external server? --> fetch or signedFetch
  4. Do you need continuous real-time server communication? --> WebSocket
  5. Combine approaches freely: use syncEntity for world state, MessageBus for effects, and fetch for persistence.

syncEntity Essentials

Import and Basic Usage

import { engine, Transform, MeshRenderer, Material } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'
import { Vector3, Color4 } from '@dcl/sdk/math'

Signature: syncEntity(entity, componentIds[], syncId?)

  • entity — the entity to synchronize
  • componentIds[] — array of component IDs to keep in sync (e.g., [Transform.componentId])
  • syncId — unique numeric identifier (required for predefined entities, optional for player-spawned entities)

Enum Sync IDs (Predefined Entities)

Every predefined synced entity MUST have a unique numeric ID. Use an enum to avoid collisions:

enum SyncIds {
  DOOR = 1,
  ELEVATOR = 2,
  SCOREBOARD = 3
}

const door = engine.addEntity()
Transform.create(door, { position: Vector3.create(8, 1, 8) })
MeshRenderer.setBox(door)
syncEntity(door, [Transform.componentId, MeshRenderer.componentId], SyncIds.DOOR)

Predefined entities (with a sync ID) persist after the creating player leaves. Player-created entities (no sync ID) are removed when the player disconnects.

Auto-Generated IDs (Player-Spawned Entities)

Entities created at runtime by players do not need an explicit sync ID:

function createProjectile() {
  const projectile = engine.addEntity()
  Transform.create(projectile, { position: Vector3.create(4, 1, 4) })
  MeshRenderer.setSphere(projectile)
  syncEntity(projectile, [Transform.componentId])
  return projectile
}

Custom Synced Components

Define custom components and sync them between players:

import { engine, Schemas } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'

const ScoreBoard = engine.defineComponent('scoreBoard', {
  score: Schemas.Int,
  playerName: Schemas.String,
  lastUpdated: Schemas.Int64
})

const board = engine.addEntity()
ScoreBoard.create(board, { score: 0, playerName: '', lastUpdated: 0 })
syncEntity(board, [ScoreBoard.componentId])

function addScore(points: number) {
  const data = ScoreBoard.getMutable(board)
  data.score += points
  data.lastUpdated = Date.now()
}

Player-Specific Data

Use PlayerIdentityData to distinguish players:

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

engine.addSystem(() => {
  for (const [entity] of engine.getEntitiesWith(PlayerIdentityData)) {
    const data = PlayerIdentityData.get(entity)
    console.log('Player:', data.address, 'Guest:', data.isGuest)
  }
})

Schema Types

Available schema types for custom components:

TypeUsage
Schemas.Booleantrue/false
Schemas.IntInteger numbers
Schemas.FloatDecimal numbers
Schemas.StringText strings
Schemas.Int64Large integers (timestamps)
Schemas.Vector33D coordinates
Schemas.QuaternionRotations
Schemas.Color3RGB colors
Schemas.Color4RGBA colors
Schemas.EntityEntity reference
Schemas.Array(innerType)Array of values
Schemas.Map(valueType)Key-value maps
Schemas.Optional(innerType)Nullable values
Schemas.Enum(enumType)Enum values

Parent-Child Sync Relationships

For synced entities with parent-child relationships, use parentEntity() instead of setting Transform.parent:

import { syncEntity, parentEntity, getParent, getChildren, removeParent } from '@dcl/sdk/network'

const parent = engine.addEntity()
const child = engine.addEntity()

syncEntity(parent, [Transform.componentId], 1)
syncEntity(child, [Transform.componentId], 2)

// Use parentEntity() — NOT Transform.parent
parentEntity(child, parent)

const parentRef = getParent(child)
const childrenArray = Array.from(getChildren(parent))

// Remove parent relationship
removeParent(child)

Connection State

Check if the player is connected to the sync room:

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

engine.addSystem(() => {
  if (!isStateSyncronized()) return // wait for sync
  // safe to read/write synced state
})

Note: The function is spelled isStateSyncronized (not "Synchronized") in the SDK.


MessageBus

Send custom messages between players (fire-and-forget, no persistence):

import { MessageBus } from '@dcl/sdk/message-bus'

const bus = new MessageBus()

bus.on('hit', (data: { damage: number }) => {
  console.log('Took damage:', data.damage)
})

bus.emit('hit', { damage: 10 })

syncEntity vs MessageBus

  • syncEntity: state is persistent, late joiners get current state, automatic conflict resolution
  • MessageBus: fire-and-forget, late joiners miss past messages, good for transient effects
  • Combine both: use syncEntity for the door open/closed state, MessageBus for the sound effect when it opens

REST API Calls (fetch)

All network calls must run inside executeTask because the SDK runtime does not support top-level await.

import { executeTask } from '@dcl/sdk/ecs'

executeTask(async () => {
  try {
    const response = await fetch('https://api.example.com/data')
    if (!response.ok) {
      console.error('HTTP error:', response.status)
      return
    }
    const data = await response.json()
    console.log('Response:', data)
  } catch (error) {
    console.error('Network error:', error)
  }
})

Signed Fetch (Authenticated Requests)

signedFetch attaches a cryptographic signature proving the player's identity:

import { signedFetch } from '~system/SignedFetch'

executeTask(async () => {
  try {
    const response = await signedFetch({
      url: 'https://example.com/api/action',
      init: {
        method: 'POST',
        headers: { 'Content-Type': 'application/json' },
        body: JSON.stringify({ action: 'claimReward', amount: 100 })
      }
    })
    if (!response.ok) {
      console.error('HTTP error:', response.status)
      return
    }
    const result = JSON.parse(response.body)
    console.log('Result:', result)
  } catch (error) {
    console.log('Request failed:', error)
  }
})

WebSocket Connections

For full WebSocket patterns (reconnection, heartbeat, message format), see {baseDir}/references/networking-patterns.md.

Basic Connection

executeTask(async () => {
  const ws = new WebSocket('wss://example.com/ws')

  ws.onopen = () => {
    console.log('Connected to WebSocket')
    ws.send(JSON.stringify({ type: 'join', playerId: 'player123' }))
  }

  ws.onmessage = (event) => {
    const msg = JSON.parse(event.data)
    switch (msg.type) {
      case 'gameState': handleGameState(msg); break
      case 'playerJoin': handlePlayerJoin(msg); break
      case 'playerLeave': handlePlayerLeave(msg); break
    }
  }

  ws.onerror = (error) => console.error('WebSocket error:', error)
  ws.onclose = () => console.log('Disconnected')
})

Player Enter/Leave Events

Detect players entering or leaving the scene:

import { onEnterScene, onLeaveScene } from '@dcl/sdk/src/players'

onEnterScene((player) => {
  console.log('Player entered:', player.userId)
})
onLeaveScene((userId) => {
  console.log('Player left:', userId)
})

Multiplayer Testing

Open multiple browser windows to test multiplayer locally. Each window is a separate player.

Offline Mode

For Decentraland Worlds that do not need multiplayer:

{
  "worldConfiguration": {
    "fixedAdapter": "offline:offline"
  }
}

Troubleshooting

ProblemCauseSolution
State not syncing between playersMissing syncEntity() callEvery entity you want shared must call syncEntity(entity, [ComponentId1, ComponentId2])
Sync ID collisionTwo entities share the same numeric sync IDUse an enum to assign unique IDs to every predefined synced entity
Entity disappears when creator leavesNo sync ID providedAdd a sync ID (third argument) to syncEntity() for entities that should persist
Date.now() values corruptedUsing Schemas.Number for timestampsUse Schemas.Int64 for any number over 13 digits (like Date.now())
State not ready on joinReading synced state before sync completesGuard with if (!isStateSyncronized()) return in your system
MessageBus messages lostLate joiner expecting past messagesMessageBus is fire-and-forget. Use syncEntity for persistent state
Need server-side validation or anti-cheat? See the authoritative-server skill for the headless server pattern.

Important Notes

  • Entities must be explicitly synced via syncEntity(entity, [componentIds]) — pass the componentId of each component to sync
  • CRDT resolution: If two players change the same component simultaneously, last-write-wins
  • No server-side code: Decentraland scenes run entirely client-side with CRDT sync
  • Entity limits apply: Each synced entity counts toward the scene's entity budget
  • Custom schemas must be deterministic: Same component name = same schema across all clients
  • Use Schemas.Int64 for timestamps: Schemas.Number corrupts large numbers (13+ digits). Always use Schemas.Int64 for values like Date.now()
  • For server-authoritative multiplayer with validation and anti-cheat, see the authoritative-server skill

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

40.22%
按下载量换算64

Claude

30.22%
按下载量换算48

Cursor

17.96%
按下载量换算28

Gemini CLI

9.31%
按下载量换算15

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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