C Game Server Architecture Agent Skill

C# headless game server architecture — TCP/UDP socket management, connection pooling, tick-rate loops, .NET hosting model, SignalR…

Context cost
8.5k tokensestimated from the bundle, loaded when it triggers
Bundle
5 files · 34.0 kBtext throughout, nothing executable
Licence
not declarednone named by its author
Last change
—v1.0.0
Servers it uses
Noneruns standalone

What it does

C# headless game server architecture — TCP/UDP socket management, connection pooling, tick-rate loops, .NET hosting model, SignalR real-time patterns, headless server design, and deployment. Load when building dedicated game servers in C#, designing server tick loops, implementing real-time networking with .NET, or when the user mentions "game server", "headless server", "tick rate", "SignalR", "Kestrel game server", "UDP socket", "connection pooling", or "server-authoritative".

What this skill changes about the agent has not been set out here as a list. Its SKILL.md, shown below, says it in the author’s own words.

gamedev

The skill itself

A skill is instructions the model reads, so you can see what you are getting: below is the start of its SKILL.md. The front matter loads with every session, the body loads when the skill triggers, and the whole file comes with the install.

SKILL.md11.0 kB · preview
--- name: gamedev-server-architecture triggers: - game server - headless server - tick rate - SignalR - Kestrel game server - UDP socket - connection pooling - server-authoritative - TCP socket version: "1.0.0" ---
24# C# Game Server Architecture
25
26Build headless .NET game servers using Generic Host, fixed-timestep tick loops, dual TCP/UDP networking, and SignalR for lobbies. This skill covers the server side -- for client-side Godot networking, load gamedev-multiplayer instead.
27
28## Decision Framework
29
30Before writing code, resolve these architectural choices.
31
32### Dedicated vs Listen Server
33
34Choose dedicated when you need server authority, anti-cheat, 24/7 availability, or 16+ players. Choose listen (player-hosted) for casual co-op with fewer than 8 players where infrastructure cost matters. A hybrid approach -- .NET dedicated server for game logic, Godot/Unity clients for rendering -- is the gold standard for competitive multiplayer.
35
36### Protocol Selection
37
38Use TCP for reliable, infrequent operations: authentication, chat, inventory changes, hit registration. Use UDP for latency-sensitive, frequent state: position/rotation sync, input commands, voice chat. Most game servers need both -- a dual-stack architecture with TCP on one port and UDP on another.
39
40### SignalR vs Raw Sockets
41
42Use SignalR for lobby systems, matchmaking, chat, turn-based games, and leaderboard updates -- anywhere reliability and built-in reconnection matter more than raw latency. Use raw UDP for real-time action games at 60Hz where SignalR's overhead and head-of-line blocking are unacceptable. Many games use both: SignalR for lobby/chat, raw UDP for gameplay.
This is a preview of SKILL.md. Download or install the skill to get the whole thing.
In the file
SKILL.md1,436 words
Files5
Licencenot declared
Why you can read it

Nothing in a skill executes. The client loads the text and the model follows it, so a skill can be audited the way a runbook is — by reading it.

What it costs in context

Skills are not billed by the call. They are paid for in context: every token the instructions occupy is a token your code, your diff and your conversation cannot use. Here is what this one takes and when it takes it.

≈190
always loaded
The name and description, so the model knows the skill exists and when to reach for it.
8,310
on trigger
The instruction body and 4 supporting files, read only when the skill fires.
4.3%
of a 200k window
Ten skills this size would take about 43% of the window before you open a file.
050k100k150k200k context window

8.5k tokens, estimated from the bundle at four bytes to the token, held for the rest of the session once it triggers. Heavy. Teams tend to install this one per project rather than globally, and load it only when the job comes up.

Servers bill, skills cost

A server charges by the month. A skill charges once per session, in context, and then keeps charging it for as long as the session lives.

Before and after

The same question, put to the same model twice: once as it comes, and once with these instructions loaded.

No worked example has been published for this skill yet.

The procedure it runs

The procedure has not been set out here step by step. It is in the body of its SKILL.md: the start of it is shown above, and the whole file comes with the install.

Prose, not code

These steps are written for a model to follow, not executed by a runtime. It can still be told to skip one, and it will say so when it does.

Servers it uses

None. This skill calls no MCP servers at all.

Everything it needs is in the instructions, so it works in a project with nothing connected — the model reads the file and changes how it works with what it can already reach.

Its SKILL.md does not declare which tools it asks the agent for, so what it touches is whatever the instructions themselves ask for — read them before you install it.

What it asks for
Writes filesnot declared
Network accessnot declared

This SKILL.md carries no allowed-tools line, so neither is declared. A skill grants no permissions of its own — it can only ask for tools your client already has.

What it will not do

Every skill is narrow, and the useful ones say where they stop. These are the jobs this one is the wrong tool for.

What this skill is not for has not been published here. Nothing is implied by that: it is a section the author has not filled in.

What is in the bundle

5 files, 34.0 kB on disk. A bundle is text throughout: the instructions the model reads, plus the templates it fills in.

  • SKILL.md11.0 kB
  • references/networking.md10.0 kB
  • references/serialization.md5.0 kB
  • references/signalr.md4.0 kB
  • references/tick-engine.md4.0 kB
What is not in it

No dependencies and nothing executable: a skill is text the agent reads, so the bundle is 5 files you can review in full before installing.

Install

Installing copies the bundle into your project. Nothing runs at install time — the files sit on disk until the model reads them.

# C Game Server Architecture · 8.5k tokens when loaded · macOS, Linux mkdir -p .claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/c-game-server-architecture/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/c-game-server-architecture" ] && { [ ! -e .claude/skills/c-game-server-architecture ] || { mv .claude/skills/c-game-server-architecture "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/c-game-server-architecture" .claude/skills/ && echo "Installed .claude/skills/c-game-server-architecture"
On Windows, or any OS with Node 20+
npx mcprush@latest skill add dreamteam-hq/c-game-server-architecture

Windows PowerShell says 'running scripts is disabled on this system'? Run Set-ExecutionPolicy -Scope CurrentUser RemoteSigned once, or type npx.cmd instead of npx (codex.cmd, gemini.cmd, grok.cmd likewise). PowerShell 7 needs neither. Writes to .claude/skills/c-game-server-architecture/ in the current project. For every project instead, run mkdir -p ~/.claude/skills && t=$(mktemp -d) && curl -fsSL -o "$t/bundle.tar.gz" https://mcprush.com/api/skills/c-game-server-architecture/bundle.tar.gz && tar -xzf "$t/bundle.tar.gz" -C "$t" && [ -d "$t/c-game-server-architecture" ] && { [ ! -e ~/.claude/skills/c-game-server-architecture ] || { mv ~/.claude/skills/c-game-server-architecture "$t/.previous" && echo "Previous copy moved to $t/.previous"; }; } && mv "$t/c-game-server-architecture" ~/.claude/skills/ && echo "Installed ~/.claude/skills/c-game-server-architecture" (macOS, Linux) — or add --global to the npx line. The curl line replaces .claude/skills/c-game-server-architecture/ only after the download succeeds, so files left there by another skill of the same name, or by an older release, do not mix in. A copy already there is moved aside, not deleted, and the line prints where. It appears as gamedev-server-architecture in Gemini CLI, Codex, Copilot and Grok (its own name); Claude Code lists it by the folder name, c-game-server-architecture.

Which clients pick it up on their own

A skill is a folder of text. Most of these read a skills folder and pick it up without being told; the rest take the same folder another way — an upload in the app, a parameter on an API call — and then choose it by its description just the same.

Claude Code.claude/skills/
Claude DesktopCustomize › Skills
ChatGPTSkills › Create › Upload
Cursor.cursor/skills/
VS Code.github/skills/
Codex CLI.agents/skills/
Gemini CLI.gemini/skills/
Grok Build.grok/skills/
Microsoft CopilotSkills › Upload a skill
PerplexityComputer › Skills › Upload a skill
DeepSeek Harness.dsh/skills/
Zed.agents/skills/
Devin Desktop.devin/skills/
Windsurf (legacy).windsurf/skills/
OpenAI Agents SDKInstructions or sandbox Skills
HTTP / APIa request parameter
This release
Version1.0.0
Publishedno release date on file
PriceFree
Referencedreamteam-hq/c-game-server-architecture

Versions

v1.0.0 is what is on the shelf; no release here carries a date. Instructions change more often than APIs do — a skill can be rewritten entirely without anything it depends on moving.

v1.0.0
  • No earlier releases have been published to the marketplace.
Pinning

The install command always fetches the release that is current the day you run it — v1.0.0 today — and cannot ask for an earlier one. The copy on your disk does not change until you run it again.

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