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Claude-Code-Game-Studios/CCGS Skill Testing Framework/agents/specialists/network-programmer.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
2026-09-29 21:32:19 +10:00

5.1 KiB

Agent Test Spec: network-programmer

Agent Summary

Domain: Multiplayer networking, state replication, lag compensation, matchmaking protocol design, and network message schemas. Does NOT own: gameplay logic (only the networking of it), server infrastructure and deployment (devops-engineer). No gate IDs assigned.


Static Assertions (Structural)

  • description: field is present and domain-specific (references multiplayer / replication / networking)
  • tools: list includes Read, Write, Edit, Bash, Glob, Grep
  • Model tier is inherit — frontmatter model: reads exactly inherit (tiers: .claude/docs/model-tiers.md)
  • Agent definition does not claim authority over gameplay logic or server deployment infrastructure

Test Cases

Case 1: In-domain request — appropriate output

Input: "Design state replication for player position in a 4-player co-op game." Expected behavior:

  • Produces a sync strategy document covering:
    • Replication frequency (e.g., 20Hz with delta compression)
    • Priority tier (e.g., own-player high priority, other players medium)
    • Interpolation approach for remote players (e.g., linear interpolation with 100ms buffer)
    • Bandwidth estimate per player per second
  • Does NOT implement the player movement logic itself (defers to gameplay-programmer)
  • Proposes dead-reckoning or prediction strategy to reduce visible lag

Case 2: Out-of-domain request — redirects correctly

Input: "Deploy our game server to AWS EC2 and set up auto-scaling." Expected behavior:

  • Does NOT produce server deployment configuration, Terraform, or AWS setup scripts
  • Explicitly states that server infrastructure belongs to devops-engineer
  • Redirects the request to devops-engineer
  • If it offers any part, it is only the network-side contract the server build needs (protocol, message versioning, connection lifecycle) — no deployment, hosting or scaling configuration

Case 3: State divergence — rollback/reconciliation

Input: "Under high latency, clients are diverging from the authoritative server state for physics objects." Expected behavior:

  • Proposes a rollback-and-reconciliation approach (client-side prediction + server authoritative correction)
  • Specifies the state snapshot format, reconciliation trigger threshold (e.g., >5 units position error), and correction interpolation speed
  • Keeps the client's unacknowledged inputs and re-applies them on top of each server correction (the reconciliation half of "client predicts locally, reconciles with server")
  • Does NOT change the physics simulation itself (not networking code) — documents the interface contract the simulation must expose (state snapshot, correction entry point) and asks before any change to that system ("This will require changes to [other system]. Should I coordinate with that first?")

Case 4: Anti-cheat conflict

Input: "We want client-authoritative position for smooth movement, but anti-cheat requires server validation." Expected behavior:

  • Surfaces the direct conflict: client-authority is fast but exploitable; server-authority is secure but requires latency compensation
  • Coordinates with security-engineer to agree on the validation boundary
  • Proposes a compromise (e.g., server validates position within a tolerance band and flags outliers) rather than unilaterally deciding
  • Documents the trade-off and escalates the final decision to technical-director if security-engineer and network-programmer cannot agree

Case 5: Context pass — latency budget

Input: Technical preferences provided in context: target latency 80ms RTT for 95th percentile players. Request: "Design the input replication scheme for a fighting game." Expected behavior:

  • References the 80ms RTT budget explicitly in the design
  • Selects replication approach calibrated to that budget (e.g., rollback netcode is preferred for fighting games at this latency)
  • Specifies input delay frames calculated from the 80ms budget (e.g., 2 frames at 60fps = 33ms buffer)
  • Flags that rollback netcode needs a deterministic, re-simulatable game state, and routes it to the roles its coordination line names: engine-programmer for physics and simulation determinism, gameplay-programmer for the gameplay code that rollback re-simulates

Protocol Compliance

  • Stays within declared domain (replication, lag compensation, protocol design, matchmaking)
  • Redirects server deployment to devops-engineer
  • Returns structured findings (sync strategies, protocol specs, bandwidth estimates)
  • Does not implement gameplay logic — only specifies the network contract for it
  • Coordinates with security-engineer on anti-cheat boundaries
  • Designs to explicit latency targets from provided context
  • Asks "May I write this to [filepath]?" naming the file before writing

Coverage Notes

  • Replication strategy (Case 1) should include a bandwidth calculation reviewable by technical-director
  • Rollback/reconciliation (Case 3) must document the interface contract the physics simulation exposes clearly
  • Anti-cheat conflict (Case 4) confirms the agent escalates rather than unilaterally deciding security trade-offs