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godot-adapt-single-to-multiplayer

Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag…

Skill by bgrenat

IndexedLGPL-3.0★ 24
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.

Use cases: design, backend

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Permissions

What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/godot-adapt-single-to-multiplayer

What's inside

Skill name
godot-adapt-single-to-multiplayer
Description
Expert patterns for adding multiplayer to single-player games including client-server architecture, authoritative server design, MultiplayerSynchronizer, lag compensation (client prediction, server reconciliation), input buffering, and anti-cheat measures. Use when retrofitting multiplayer, porting to online play, or designing networked gameplay. Trigger keywords: MultiplayerPeer, ENetMultiplayerPeer, SceneMultiplayer, MultiplayerSynchronizer, rpc, rpc_id, multiplayer_authority, client_prediction, server_reconciliation, lag_compensation, rollback.
License
LGPL-3.0
Instructions
448 lines in SKILL.md · view on GitHub

Files (14)

  • SKILL.md
  • multiplayer_sync.gd · scripts/
  • net_auth_server_validator.gd · scripts/
  • net_debug_overlay_monitor.gd · scripts/
  • net_delta_compression_sync.gd · scripts/
  • net_interest_management.gd · scripts/
  • net_lag_compensation.gd · scripts/
  • net_latency_simulator.gd · scripts/
  • net_lobby_late_join_sync.gd · scripts/
  • net_prediction_reconciliation.gd · scripts/
  • net_rpc_rate_limiter.gd · scripts/
  • net_snapshot_interpolation.gd · scripts/
  • net_upnp_discovery_logic.gd · scripts/
  • rpc_bridge.gd · scripts/

SKILL.md (first lines)

## Godot 4.7 Baseline

- Expert patterns in this skill target **Godot 4.7+** (stable, 2026-06-18).
- Consult the [Godot 4.7 migration guide](https://docs.godotengine.org/en/4.7/tutorials/migrating/upgrading_to_godot_4.7.html) when upgrading projects from 4.6.
- **NEVER** assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

# Adapt: Single to Multiplayer

Expert guidance for retrofitting multiplayer into single-player games.

## NEVER Do (Expert Multiplayer Rules)

### Security & Authority
- **NEVER trust client-reported state** — Clients own their 'Input', NOT their 'Position' or 'Health'. Server must validate every coordinate and health change.
- **NEVER use `get_tree()` groups for authority checks** — Use `is_multiplayer_authority()`. Group registration is non-deterministic in high-latency joins.
- **NEVER allow unrestricted RPC rates** — A malicious client can call a 'FireWeapon' RPC 10,000 times per second. Always implement rate-limiting (`net_rpc_rate_limiter.gd`).

### Movement & Lag
- **NEVER skip Client-Side Prediction** — Movement without prediction feels 'heavy' and unresponsive. Predict movement locally, then correct only on server disagreement.
- **NEVER sync peers at 60Hz** — Sending entire state every frame will saturate client bandwidth. Use a lower tick-rate (20-30Hz) and interpolate between packets.
- **NEVER snap peer positions** — Abrupt position updates cause 'jitter'. Store a buffer of past states and lerp between them with a 100ms delay.

### Bandwidth & Sync
- **NEVER sync 'Full Floats' if possible** — Quantize Vector3 data (truncating decimals) to save 50%+ bandwidth. Use `MultiplayerSynchronizer` with delta-sync enabled.
- **NEVER ignore 'Late Joiners'** — Players who join mid-game won't see existing environmental changes. Broadcast a full world-state 'Snapshot' on peer connection.
- **NEVER test on 0ms ping** — Everything works on localhost. Use a simulator (`net_latency_simulator.gd`) with 150ms ping to identify sync bugs.

---

## Available Scripts

> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.

### [net_prediction_reconciliation.gd](scripts/net_prediction_reconciliation.gd)
Expert CharacterBody3D prediction with input-buffer replaying for server reconciliation.

### [net_snapshot_interpolation.gd](scripts/net_snapshot_interpolation.gd)
Professional snapshot interpolation logic for smoothing peer movement via jitter buffers.

### [net_auth_server_validator.gd](scripts/net_auth_server_validator.gd)
Authoritative server validator for anti-cheat (Position, Speed, and Action checks).

### [net_rpc_rate_limiter.gd](scripts/net_rpc_rate_limiter.gd)
Expert rate-limiter to prevent RPC flooding and macro-abuse by clients.

### [net_interest_management.gd](scripts/net_interest_management.gd)
Distance-based visibility management to optimize binary bandwidth per-peer.

### [net_delta_compression_sync.gd](scripts/net_delta_compression_sync.gd)
Expert quantization and significance-checking logic for delta-compression.

### [net_upnp_discovery_logic.gd](scripts/net_upnp_discovery_logic.gd)
Robust script for P2P network discovery and automatic port forwarding via UPNP.

### [net_debug_overlay_monitor.gd](scripts/net_debug_overlay_monitor.gd)
In-game diagnostic overlay reporting RTT (Ping), Packet Loss, and Jitter.

### [net_lag_compensation.gd](scripts/net_lag_compensation.gd)
Expert server-side state rewinding (Lag Compensation) for accurate hit-registration.

### [net_lobby_late_join_sync.gd](scripts/net_lobby_late_join_sync.gd)
Professional state-initialization logic to bridge 'Late Joiners' into a synced session.

### [net_latency_simulator.gd](scripts/net_latency_simulator.gd)
Editor-only tool for simulating high-ping and loss conditions for stress-testing.

---

## Architecture Patterns

### Pattern 1: Authoritative Server (Recommended)

```gdscript
# Server validates ALL gameplay logic
# Clients send inputs → Server processes → Server broadcasts state

# Pros: Secure, prevents cheating
# Cons: Requires server hosting, lag affects gameplay

# Use for: Competitive games, PvP, games with economies
```

### Pattern 2: Peer-to-Peer (Lockstep)

```gdscript
# All clients run identical simulation
# Inputs synced, deterministic physics

# Pros: No dedicated server needed
# Cons: Vulnerable to cheating, desyncs common

# Use for: Co-op, casual games, small player counts (2-4)
```

### Pattern 3: Hybrid (Authority Transfer)

```gdscript
# Host acts as server
# Authority can transfer between peers

# Use for: 4-8 player co-op, party games
```

---

## Step-by-Step Migration

### Step 1: Separate Input from Logic

```gdscript
# ❌ BAD: Input directly modifies state (single-player)
extends CharacterBody2D

func _physics_process(delta: float) -> void:
    var input := Input.get_vector("left", "right", "up", "down")
    velocity = input.normalized() * SPEED
    move_and_slide()

# ✅ GOOD: Input → Logic separation

From bgrenat/godot-game-dev-studio, LGPL-3.0.

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Forks
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Last commit (this folder)
Oct 12, 2026 (20 days ago)
Last release
Oct 12, 2026 (20 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
LGPL-3.0
Website
powehi.eu
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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godot-adapt-single-to-multiplayer skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-adapt-single-to-multiplayer (last updated 2026-10-24)