← Back to Kairo
AgentKairo

Skill · Version 1.0.0

Authoritative Nakama matches

Makes the server responsible for accepting inputs and progressing a match. It defines join, leave, tick and termination behavior, keeping each simulation step bounded and resistant to invalid player commands.

nakama-authoritative-matches

See how it helps

When is it useful?

Use it when a game requires server-validated actions rather than merely relaying client messages.

What does it help you do?

  • Chooses authoritative or relayed play from actual trust needs.
  • Defines initialization, joining, leaving, loop and termination ownership.
  • Validates player input and bounds tick work and broadcasts.

Try asking this

Build a server-authoritative duel where players submit movement and attack intent. Try impossible movement, excessive commands and leaving mid-round. The match must validate actions against its own state, finish according to the rules and record tick costs under a representative player load.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Nakama — authoritative matches

Use when implementing Nakama match handlers, ticks, admission or authoritative gameplay.

Version and project gate

Inspect Nakama server and client SDK versions, chosen Go/TypeScript/Lua runtime, compiled module deployment, database topology, match handlers, RPC registrations, auth/session handling, storage collections and permission rules. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Select authoritative versus relayed play from the actual trust and latency needs. Specify match init/join/leave/loop/terminate ownership for the installed runtime. Validate input on the match authority and bound per-tick work, join policy and state broadcast volume.

Deliver

A match lifecycle/state contract and minimal authoritative match implementation. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Relaying a client message does not validate its gameplay claims; do not block a match tick on unbounded external work.

Acceptance scenario

Join during play, disconnect at a tick boundary, reject an invalid action and terminate without losing a pending match outcome. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Kairo. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md