platform-header-check
Verify a C/C++ header in multiplayer-fabric-godot parses cleanly on macOS (clang), Windows (mingw), and Web (emscripten) without a full Godot build.
Skill by V-Sekai-fire
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About
Use cases: devops
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/platform-header-check
What's inside
- Skill name
platform-header-check- Description
- Verify a C/C++ header in multiplayer-fabric-godot parses cleanly on macOS (clang), Windows (mingw), and Web (emscripten) without a full Godot build. Use after adding or moving headers to catch include-path errors before pushing to CI.
- License
- MIT
- Metadata
- author: V-Sekai-fire
- Instructions
- 84 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- body: contains an absolute path from the author's machine
Files (2)
- SKILL.md
- references.bib · references/
SKILL.md (first lines)
# SOP: Platform header check (macOS / Windows / Web)
Fast preprocessor-only check that a header resolves on all three platforms
using the local toolchains. No Godot build required — completes in seconds.
## Prerequisites
All three must be on PATH:
```sh
which clang++ # macOS
which x86_64-w64-mingw32-g++ # Windows (brew install mingw-w64)
which em++ # Web (brew install emscripten)
```
## Check a single header
Replace `<path/to/header.h>` with the path relative to the Godot root:
```sh
GODOT=/Users/ernest.lee/Desktop/multiplayer-fabric/multiplayer-fabric-godot
HEADER="thirdparty/misc/predictive_bvh.h" # adjust as needed
for entry in "clang++ macOS" "x86_64-w64-mingw32-g++ Windows" "em++ Web"; do
cc=$(echo $entry | cut -d' ' -f1)
label=$(echo $entry | cut -d' ' -f2)
$cc -std=c++17 -E -x c++ \
-I"$GODOT" -I"$GODOT/thirdparty/misc" \
- <<< "#include \"$HEADER\"" \
> /dev/null 2>&1 && echo "$label: OK" || echo "$label: FAIL"
done
```
Expected output when the include path is correct:
```
macOS: OK
Windows: OK
Web: OK
```
## Check the fabric_zone.h consumer
To verify the actual include site in `fabric_zone.h`:
```sh
GODOT=/Users/ernest.lee/Desktop/multiplayer-fabric/multiplayer-fabric-godot
for entry in "clang++ macOS" "x86_64-w64-mingw32-g++ Windows" "em++ Web"; do
cc=$(echo $entry | cut -d' ' -f1)
label=$(echo $entry | cut -d' ' -f2)
$cc -std=c++17 -E -x c++ \
-I"$GODOT" -I"$GODOT/thirdparty/misc" \
- <<< '#include "thirdparty/misc/predictive_bvh.h"' \
> /dev/null 2>&1 && echo "$label: OK" || echo "$label: FAIL"
done
```
## What this catches
- Missing or mis-spelled `#include` path after a header is moved or vendored
- Platform-specific preprocessor errors (e.g. MSVC-only pragmas via mingw)
- Emscripten rejecting C++ syntax (use `em++`, not `emcc`, for C++ headers)
## What this does NOT catch
- Linker errors or missing `.cpp` implementations
- Full Godot module compile errors (use `local-build-check` / `ci-check` for those)
## After fixing an include path
Run this check, then push. CI will confirm on the full build.
```sh
git -C multiplayer-fabric-godot add <changed-files>
git -C multiplayer-fabric-godot commit -m "Fix include path for <header>"
git -C multiplayer-fabric-godot push
```
## Reference
This skill follows the Agent Skills format — see [references/references.bib](references/references.bib) (`agentskills2025specification`).From V-Sekai-fire/contract-multiplayer-fabric-skills, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Apr 21, 2026 (6 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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local-build-check
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platform-header-check skill. Agent Mart. https://agentmart.dev/skills/v-sekai-fire-platform-header-check (last updated 2026-10-24)