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Add Multiplayer

  • 170 installs
  • 305 repo stars
  • Updated May 25, 2026
  • opusgamelabs/game-creator

Add real-time or session-based multiplayer networking, sync, and matchmaking to opusgamelabs game-creator titles.

About

Implements multiplayer for game-creator projects by configuring networking stacks, synchronizing player state, managing sessions or rooms, and integrating backend services so co-op or competitive play works reliably.

  • State sync
  • Room hosting
  • Netcode setup
  • Latency handling
  • Matchmaking

Add Multiplayer by the numbers

  • 170 all-time installs (skills.sh)
  • +13 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #99 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/opusgamelabs/game-creator --skill add-multiplayer

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Listed on Skillselion
Installs170
repo stars305
Last updatedMay 25, 2026
Repositoryopusgamelabs/game-creator

What it does

Add real-time or session-based multiplayer networking, sync, and matchmaking to opusgamelabs game-creator titles.

Files

SKILL.mdMarkdownGitHub ↗

Add Multiplayer (PartyKit / Cloudflare Durable Objects)

Add real-time or turn-based multiplayer to an existing single-player browser game. This skill scaffolds:

1. A PartyKit server (one Durable Object per room) deployed to Cloudflare's edge. 2. A client `NetworkManager` wired through EventBus that mirrors the existing playfun.js external-service pattern. 3. Additive edits to EventBus, GameState, Constants, and render_game_to_text() — single-player gameplay must remain identical when the server is unreachable.

The default state is "single-player works." If the WebSocket connection fails, NetworkManager swallows the error and the game runs locally as before. When connected, remote players appear via network:player-joined and synchronize via network:state-received.

Reference Files

  • architecture.md — event taxonomy, GameState schema, NetworkManager contract, Phaser vs Three.js placement notes.
  • partykit-server.md — server templates (realtime.ts and turn-based.ts), state shape, broadcast helpers, rate limiting.
  • client-integration.mdMultiplayerClient, NetworkManager, RemotePlayerRegistry source, EventBus/GameState/Constants append patterns, render_game_to_text extension.
  • deploy.mdnpx partykit dev and npx partykit deploy walkthrough, capturing the deployed URL, .env handling, and client redeploy.

Core Principles

These are rules, not guidelines:

1. Single-player must work offline. With the server unreachable, the game must boot, play, and reset normally. NetworkManager catches all connection errors and emits network:disconnected instead of throwing. 2. Additive edits only. Append to EventBus.js, GameState.js, Constants.js, main.js, and render_game_to_text() under a // === Multiplayer === banner. Never rename, remove, or change existing fields. 3. EventBus is the only seam. NetworkManager talks to the rest of the game through events — no direct imports from scenes, systems, or entities into NetworkManager (or vice versa). 4. Server is authoritative, but tolerant. The PartyKit room owns the canonical room state. Clients send intents; the server validates and broadcasts. In realtime mode validation is light (last-write-wins). In turn-based mode validation is strict (rejects out-of-turn moves). 5. Backend-agnostic client API. All partysocket calls go through MultiplayerClient. If a future user wants Colyseus or fly.io+ws, only MultiplayerClient.js changes — game code does not. 6. Default room is `'lobby'`. No matchmaking UI in v1. Users override by emitting multiplayer:join-room with a custom room id.

Prerequisites

  • An existing Phaser 3 or Three.js game scaffolded with this plugin (has src/core/EventBus.js, src/core/GameState.js, src/core/Constants.js, src/main.js with window.render_game_to_text()).
  • Node.js 18+.
  • A Cloudflare account for npx partykit deploy (the CLI walks the user through login on first deploy; free tier is sufficient for prototyping).

Instructions

The user wants to add multiplayer to the game at $ARGUMENTS (or the current directory if no path given). Optional --mode=realtime (default) or --mode=turn-based chooses the server template.

Step 0: Locate and read the game

Parse $ARGUMENTS for the game path and --mode flag. If no path, use cwd. Verify it's a game by reading package.json and confirming Phaser or Three.js dependency.

Read these files in full before touching anything:

  • package.json — engine + scripts.
  • src/main.js — orchestrator, window.render_game_to_text(), window.advanceTime().
  • src/core/EventBus.js — exact event names already in use.
  • src/core/GameState.js — current state shape and reset() semantics.
  • src/core/Constants.js — config block conventions.
  • progress.md if present — pipeline context.

Then tell the creator one sentence confirming what you saw:

Game is `<engine>` with `<N>` events and a <player|bird|ship> entity. I'll add a multiplayer layer that broadcasts the local <entity>'s state at TICK_RATE_HZ and renders remote players from server broadcasts. Single-player will continue to work when the server is offline.

Step 1: Choose sync mode

Pick the server template:

ModeWhen to useWire model
realtime (default)Action games, runners, dodgers, platformers, anything with continuous movementLocal setInterval at TICK_RATE_HZ broadcasts the local entity's {x, y, [z], score, state}; server fans out; clients render last-known remote state
turn-basedCard games, board games, puzzles, anything with discrete movesEventBus events (player:moved, player:played-card) forward as {type, payload} messages; server validates and broadcasts; clients apply on network:state-received

If the user did not pass --mode, infer from the game's existing events. If you see continuous-position events (bird:flap, player:moved, position-updating physics), use realtime. If you see discrete actions (card:played, move:submitted), use turn-based. State the choice and proceed.

Step 2: Scaffold the server

Create a sibling multiplayer-server/ directory inside the game project. See partykit-server.md for the full template content.

Create:

  • multiplayer-server/partykit.json — manifest with name (use the game's directory name), main: "src/server.ts", compatibilityDate.
  • multiplayer-server/package.jsonpartykit dep, dev/deploy scripts.
  • multiplayer-server/tsconfig.json — minimal TypeScript config that PartyKit accepts.
  • multiplayer-server/src/server.ts — paste the appropriate template from partykit-server.md (realtime or turn-based).
  • multiplayer-server/.gitignorenode_modules, .partykit.

Run cd multiplayer-server && npm install to install partykit (which provides partysocket for the client too via npm workspaces, but we'll add partysocket explicitly to the client).

Step 3: Scaffold the client

Create three new files. See client-integration.md for the full source.

  • src/multiplayer/MultiplayerClient.js — backend-agnostic interface around partysocket (connect, send, onMessage, disconnect, isConnected).
  • src/multiplayer/RemotePlayerRegistry.jsMap<playerId, RemotePlayer> with upsert, remove, prune(staleMs), list().
  • src/systems/NetworkManager.js — wires MultiplayerClient ↔ EventBus, owns the broadcast tick (in realtime mode), handles reconnect with exponential backoff, emits network:* events.

Add partysocket to the game's package.json deps:

cd <game-path> && npm install partysocket

Step 4: Append to existing core files

Make additive edits only. See architecture.md for full schemas and client-integration.md for the exact append blocks.

`src/core/EventBus.js` — append under // === Multiplayer === banner:

// === Multiplayer ===
NETWORK_CONNECTED: 'network:connected',
NETWORK_DISCONNECTED: 'network:disconnected',
NETWORK_PLAYER_JOINED: 'network:player-joined',
NETWORK_PLAYER_LEFT: 'network:player-left',
NETWORK_STATE_RECEIVED: 'network:state-received',
MULTIPLAYER_JOIN_ROOM: 'multiplayer:join-room',
MULTIPLAYER_LEAVE_ROOM: 'multiplayer:leave-room',

`src/core/GameState.js` — append a multiplayer field with persistent (roomId, playerId) and transient (connected, remotePlayers) parts. Update reset() to clear only the transient parts so rejoin works after a game restart.

`src/core/Constants.js` — append a MULTIPLAYER block with SERVER_URL (filled by Step 6), DEFAULT_ROOM, MAX_PLAYERS, TICK_RATE_HZ, reconnect backoff, stale-player threshold, PROTOCOL_VERSION. No magic numbers — every value is a named constant.

`src/main.js` — instantiate NetworkManager after EventBus + GameState, before the engine starts. Expose window.__NETWORK_MANAGER__ for tests. Extend window.render_game_to_text() to additively include multiplayer: {...} and remotePlayers: [...].

Step 5: Wire the local game into the network tick

Inspect existing events. The wiring depends on mode:

`realtime`: NetworkManager owns a setInterval at TICK_RATE_HZ. Each tick it reads the local entity from GameState and calls client.send({type: 'state', payload: {...}}). No EventBus subscription needed — it just samples GameState. Add a single network:state-received listener in the relevant scene/system that calls RemotePlayerRegistry.upsert() and triggers a re-render.

`turn-based`: NetworkManager subscribes to the game's existing move events (e.g., card:played, move:submitted) and forwards them. The scene/system listens for network:state-received and applies the validated remote move. Local optimistic UI is allowed, but the server is the source of truth.

In Phaser games, remote-player rendering happens in the active GameScene — instantiate sprites on network:player-joined, update positions on network:state-received, destroy on network:player-left. In Three.js games, the active orchestrator (Game.js) creates and updates remote-player meshes.

See client-integration.md for example scene patches for both engines.

Step 6: Deploy the server

Run the dev server first to confirm everything works locally:

cd <game-path>/multiplayer-server && npx partykit dev

This starts a local CF Worker emulator on http://127.0.0.1:1999. In another terminal, set VITE_MULTIPLAYER_SERVER_URL=http://127.0.0.1:1999 in <game-path>/.env and run the client (cd <game-path> && npm run dev).

For first-time deployment, the user must authenticate with PartyKit. Always pass `--provider github` — the default clerk flow is broken in 2026 (the dashboard.partykit.io callback was retired after Cloudflare absorbed PartyKit, and login hangs forever):

cd <game-path>/multiplayer-server && npx partykit login --provider github

This uses GitHub's device-code OAuth flow. The CLI prints a code; the user visits https://github.com/login/device, pastes it, and authorizes. Credentials persist in ~/.partykit/config.json. See deploy.md for the full walkthrough and troubleshooting.

After login, deploy:

cd <game-path>/multiplayer-server && npx partykit deploy

Capture the deployed URL from the output (format: https://<project>.<cloudflare-username>.partykit.dev). The TLS cert may take 30-60 seconds to provision after the deploy reports success.

Update three places with the deployed URL:

1. src/core/Constants.jsMULTIPLAYER.SERVER_URL 2. <game-path>/.envVITE_MULTIPLAYER_SERVER_URL=https://... 3. <game-path>/.env.exampleVITE_MULTIPLAYER_SERVER_URL=https://your-project.your-username.partykit.dev

Add .env to .gitignore if not already present.

See deploy.md for the full walkthrough including offline-first authentication and troubleshooting.

Step 7: Redeploy the client

Reuse the existing host detection logic (same as monetize-game Step 5):

1. If .herenow/state.json exists → redeploy via ~/.agents/skills/here-now/scripts/publish.sh dist/. 2. Else if gh is configured and the repo has a GitHub Pages workflow → npx gh-pages -d dist. 3. Else if vercel is configured → vercel --prod. 4. Else ask the user how they want to redeploy.

Always run npm run build first.

Step 8: Verify

Build cleanly:

cd <game-path> && npm run build
cd multiplayer-server && npm run build  # if a build script exists

Single-player fallback (critical): with the partykit dev server stopped, reload http://localhost:3000. The game must boot, play, and reset normally. Confirm network:disconnected fired and no uncaught errors in the console. If the game depends on the server to start, you violated Principle 1 — revise.

Two-tab smoke test: start npx partykit dev in one terminal and npm run dev in another. Open two browser tabs at http://localhost:3000. Confirm:

  • Both tabs fire network:connected (check console).
  • Each tab's window.render_game_to_text() includes the other tab in remotePlayers.
  • Moving the local entity in tab A is reflected in tab B's remote-player rendering within 1000 / TICK_RATE_HZ * 2 ms.

Reconnect: kill the partykit dev server, wait, restart it. The client should reconnect within RECONNECT_MAX_BACKOFF_MS and re-emit network:connected.

Regression: existing tests/e2e/*.spec.js must still pass. Single-player invariants (boot, score, game-over, reset) must hold whether the server is up or down.

Step 9: Update progress.md

Append a ## Multiplayer section:

## Multiplayer

- **Backend**: PartyKit (Cloudflare Durable Objects)
- **Server URL**: https://<project>.<user>.partykit.dev
- **Mode**: realtime | turn-based
- **Max players per room**: 4
- **Tick rate**: 20 Hz (realtime mode)
- **Default room**: lobby
- **Known limitations (v1)**: no matchmaking UI, no spectator mode, no persistent accounts, server-side rate limiting only.

Output

Tell the user:

1. What was added — server in multiplayer-server/, client in src/multiplayer/ + src/systems/NetworkManager.js, additive edits to four core files. 2. The server URLhttps://<project>.<user>.partykit.dev. Already wired into Constants and .env. 3. How to test locallycd multiplayer-server && npx partykit dev then npm run dev, open two tabs. 4. The single seam for backend swaps — point at src/multiplayer/MultiplayerClient.js. Future Colyseus or fly.io migration only changes that one file. 5. Costs — free on Cloudflare's Workers free tier (100k requests/day, 1GB DO storage). Mention the user owns the deployed Cloudflare project; PartyKit deploys to their CF account, not OpusGameLabs'.

Example Usage

Default (realtime mode in current directory)

/add-multiplayer

Result: detects engine, scaffolds multiplayer-server/ with the realtime template, creates client networking files, deploys server, redeploys client, prints play URL and server URL.

Turn-based explicit

/add-multiplayer ./examples/card-game --mode=turn-based

Result: uses the turn-based server template; NetworkManager forwards the game's existing move events instead of running a position-broadcast tick.

Verbose dry-run for inspection

/add-multiplayer --dry-run

Result: prints the full file list and patches without writing or deploying. Useful for review before committing.

Troubleshooting

npx partykit login redirects to dashboard.partykit.io/patience and never completes

Cause: The default clerk provider was retired after Cloudflare absorbed PartyKit; the dashboard the OAuth callback expects is gone. Fix: Use npx partykit login --provider github instead — GitHub device-code flow, prints a code, you paste at https://github.com/login/device. Credentials persist in ~/.partykit/config.json.

Remote players don't appear even though the connection succeeded

Cause: Welcome-race — the WebSocket welcome arrived before the scene's create() registered its NETWORK_PLAYER_JOINED listener. The events fired into the void. Fix: After registering the listener, seed from gameState.multiplayer.remotePlayers directly. See client-integration.md → "Welcome-race gotcha" for the idempotent pattern.

Two tabs connect but never see each other

Cause: They joined different rooms (random room IDs from URL parsing) or the server's broadcast logic excludes the sender by default. Fix: Check the room id in window.render_game_to_text().multiplayer.roomId on both tabs — it should be the same (default 'lobby'). If different, audit NetworkManager.connect() for stray query-string parsing. The server template's room.broadcast(message, [sender.id]) excludes the sender, which is correct — each client renders only remote players, not itself.

Remote players appear stuck at last position when a peer closes the tab

Cause: onClose did not fire (browser killed the tab without a clean close), or the client did not run RemotePlayerRegistry.prune(). Fix: The server's onClose handler is the canonical "player left" signal. Additionally, NetworkManager runs RemotePlayerRegistry.prune(STALE_PLAYER_MS) on every tick — verify this is wired. If a remote player has not sent state in STALE_PLAYER_MS, prune emits network:player-left even without an explicit close.

Game lags or stutters when many remote players are present

Cause: Either too-high TICK_RATE_HZ (you're broadcasting and rendering 60 times per second) or the scene re-creates remote-player sprites every frame instead of reusing them. Fix: Lower TICK_RATE_HZ to 20 (default) or 10 for slow games. Confirm scenes maintain a Map<playerId, sprite> and only update positions on network:state-received, never recreate.

Single-player tests fail after adding multiplayer

Cause: NetworkManager throws or blocks game boot when the server is unreachable. This violates Principle 1. Fix: Audit MultiplayerClient.connect() and NetworkManager.init() — both must catch all errors, log a warning, emit network:disconnected, and return. The constructor and init() must never throw out of main.js.

render_game_to_text() snapshot tests fail

Cause: Tests use exact toEqual on the output; you added new top-level fields. Fix: Regenerate baselines — additions are intentional and backward-compatible. The fields added are multiplayer (object) and remotePlayers (array, may be empty).

Cloudflare deploy succeeds but the WebSocket fails in the browser

Cause: Mixed content (HTTP page → WSS server) or the server URL was written without the https:// scheme. Fix: Confirm Constants.MULTIPLAYER.SERVER_URL is the full https://...partykit.dev URL. partysocket derives the WSS URL by replacing the scheme. The deployed game must also be served over HTTPS for the WSS connection to succeed (here.now and GitHub Pages both serve HTTPS by default).

Free tier rate limit hit

Cause: Many concurrent rooms or chatty clients. Fix: Cloudflare's Workers free tier allows 100k requests/day. Each client tick at 20 Hz is one request — that's 1.7M / day for a single 24/7 player. For prototyping you'll never hit this; for production, lower TICK_RATE_HZ or upgrade to Workers Paid ($5/mo flat for 10M requests/day).

Tips

Run /add-multiplayer once per game. If you later change modes, edit multiplayer-server/src/server.ts directly — both templates are checked in and the switch is small.

>

The default 'lobby' room is suitable for a single open room. To support private rooms, emit multiplayer:join-room with a room id from a URL query string or invite code. NetworkManager listens for that event and reconnects to the new room.

>

For graduation to a more featureful backend (matchmaking, schema sync, server-authoritative physics), the only file that needs to change is src/multiplayer/MultiplayerClient.js. Replace the partysocket calls with Colyseus's colyseus.js client; keep the same public API (connect, send, onMessage, disconnect, isConnected).

>

The server runs in your Cloudflare account, not OpusGameLabs'. Costs and quotas accrue to you. PartyKit itself is open source and free; you only pay Cloudflare's pass-through pricing (free tier is generous).

Related skills

Game Developmentbackendintegrations

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