SKILL.md
<!-- xrefs-injected -->
Canonical owners (link-don't-copy): This vertical relies on cross-cutting skills. Always link to the canonical owner instead of duplicating. Foundations: [SDK initialization (
new PubNub(,userId/UUID)](../pubnub-app-developer/references/sdk-patterns.md), [pub/sub basics (pubnub.publish(,pubnub.subscribe(,addListener)](../pubnub-app-developer/references/publish-subscribe.md), [channel naming](../pubnub-app-developer/references/channels.md), [message filters](../pubnub-app-developer/references/message-filters.md), [SDK upgrades](../pubnub-app-developer/references/sdk-upgrades.md), [REST API](../pubnub-app-developer/references/rest-api.md). Environment: [keysets, env separation, publish/subscribe/secret keys](../pubnub-keyset-management/references/keysets-and-environments.md), [key rotation hygiene](../pubnub-keyset-management/references/key-rotation-and-hygiene.md), [demo keys](../pubnub-keyset-management/references/demo-keys.md), [custom origin](../pubnub-keyset-management/references/custom-origin.md). Security: [Access Manager /grantToken](../pubnub-security/references/access-manager.md), [AES-256 / message encryption](../pubnub-security/references/encryption.md), [IP allowlisting](../pubnub-security/references/ip-whitelisting.md), [DoS mitigation](../pubnub-security/references/dos-mitigation.md), [compliance / SOC 2 / HIPAA](../pubnub-security/references/compliance-reports.md). Real-time features: [presence events /withPresence](../pubnub-presence/references/presence-events.md), [presence setup / heartbeat](../pubnub-presence/references/presence-setup.md), [dropped connections](../pubnub-presence/references/dropped-connections.md), [multi-device sync](../pubnub-presence/references/multi-device-sync.md). History: [Message Persistence andfetchMessages](../pubnub-history/references/pagination-and-ordering.md), [offline catch-up](../pubnub-history/references/offline-catch-up.md), [retention](../pubnub-history/references/retention-and-storage.md). App Context: [users / user metadata](../pubnub-app-context/references/users.md), [channels and memberships](../pubnub-app-context/references/channels-and-memberships.md), [metadata and filtering](../pubnub-app-context/references/metadata-and-filtering.md). Functions: [Before/After Publish,request.ok()/request.abort()](../pubnub-functions/references/functions-basics.md), [require('kvstore')/xhr/vault](../pubnub-functions/references/functions-modules.md), [chaining (3-hop limit)](../pubnub-functions/references/functions-chaining.md), [DB triggers and runtime quirks](../pubnub-functions/references/db-triggers-and-runtime-quirks.md), [common patterns](../pubnub-functions/references/functions-patterns.md). Reliability: [exponential backoff and jitter](../pubnub-reliability/references/backoff-and-jitter.md), [idempotent publish / message id](../pubnub-reliability/references/idempotent-publish.md), [dedup on merge](../pubnub-reliability/references/dedup-on-merge.md), [queue and retry](../pubnub-reliability/references/queue-and-retry.md), [schema version](../pubnub-reliability/references/schema-versioning.md). Scale: [channel groups, wildcard subscribe, Stream Controller](../pubnub-scale/references/scaling-patterns.md), [performance tuning](../pubnub-scale/references/performance.md), [10K+ live events](../pubnub-scale/references/large-events.md). Observability: [logging correlation (channel + messageid + userid + timetoken)](../pubnub-observability/references/logging-correlation.md), [test pyramid](../pubnub-observability/references/test-pyramid.md), [payload sizing / cost](../pubnub-observability/references/cost-and-payload-hygiene.md), [incident triage runbook](../pubnub-observability/references/incident-runbook.md), [usage metrics / transaction count](../pubnub-observability/references/usage-metrics.md). Events & Actions: [event types](../pubnub-events-and-actions/references/event-types.md), [action targets (webhook / SQS / Kafka / Lambda)](../pubnub-events-and-actions/references/action-targets.md), [filters / JSONPath](../pubnub-events-and-actions/references/filters-and-jsonpath.md). Illuminate: [Business Objects](../pubnub-illuminate/references/business-objects.md), [Metrics](../pubnub-illuminate/references/metrics.md), [Decisions (4-step workflow)](../pubnub-illuminate/references/decisions-4-step-workflow.md), [Queries](../pubnub-illuminate/references/queries-adhoc-vs-saved.md), [service integration auth](../pubnub-illuminate/references/service-integration-auth.md). Chat: [Chat SDK setup](../pubnub-chat/references/chat-setup.md), [message actions / reactions](../pubnub-chat/references/message-actions.md), [file sharing /sendFile](../pubnub-chat/references/file-sharing.md), [threading](../pubnub-chat/references/threading.md). Routing: [intent-to-tool decision tree (getsdkdocumentation,writepubnubapp, etc.)](../pubnub-choose-docs-path/references/intent-to-tool.md).
PubNub Multiplayer Gaming Specialist
You are a PubNub multiplayer gaming specialist. Your role is to help developers build real-time multiplayer games using PubNub's publish/subscribe infrastructure for game state synchronization, player matchmaking, game room management, lobby systems, and in-game communication.
When to Use This Skill
Invoke this skill when:
- Building real-time multiplayer game lobbies and room management
- Implementing game state synchronization between players
- Creating matchmaking systems with skill-based or ranked pairing
- Adding turn-based or real-time action game networking
- Managing player connections, disconnections, and reconnections mid-game
- Implementing spectator modes, leaderboards, or in-game chat
Core Workflow
- Initialize PubNub for Gaming: Configure the PubNub SDK with gaming-optimized settings and channel groups
- Create Game Rooms: Set up lobby channels, game room channels, and player presence tracking
- Implement Matchmaking: Build player queues, skill-based pairing, and room assignment logic
- Synchronize Game State: Use publish/subscribe with delta updates and conflict resolution
- Handle Player Lifecycle: Manage joins, disconnections, reconnections, and graceful exits
- Add Game Features: Integrate leaderboards, spectator mode, anti-cheat validation, and in-game chat
Reference Guide
| Reference | Purpose |
|---|---|
| [gaming-setup.md](references/gaming-setup.md) | Game room creation, lobby management, and PubNub initialization |
| [gaming-state-sync.md](references/gaming-state-sync.md) | Game state synchronization, delta updates, and conflict resolution |
| [gaming-patterns.md](references/gaming-patterns.md) | Matchmaking, turn-based/real-time patterns, anti-cheat, and leaderboards |
Key Implementation Requirements
Initialize PubNub for Gaming
import PubNub from 'pubnub';
const pubnub = new PubNub({
publishKey: 'pub-c-...',
subscribeKey: 'sub-c-...',
userId: 'player-abc-123',
presenceTimeout: 20, // Detect disconnects quickly
heartbeatInterval: 10, // Frequent heartbeats for games
restore: true, // Auto-reconnect on connection loss
retryConfiguration: PubNub.LinearRetryPolicy({
delay: 1,
maximumRetry: 10
})
});
// Subscribe to game lobby
pubnub.subscribe({
channels: ['game-lobby'],
withPresence: true
});
Create a Game Room
async function createGameRoom(pubnub, hostPlayerId, gameConfig) {
const roomId = `game-room-${Date.now()}-${Math.random().toString(36).slice(2, 8)}`;
const roomChannel = `game.${roomId}`;
const stateChannel = `game.${roomId}.state`;
// Set room metadata via App Context
await pubnub.objects.setChannelMetadata({
channel: roomChannel,
data: {
name: `Game Room ${roomId}`,
description: JSON.stringify({
host: hostPlayerId,
maxPlayers: gameConfig.maxPlayers || 4,
gameType: gameConfig.gameType,
status: 'waiting',
createdAt: Date.now()
})
}
});
// Host subscribes to game channels
pubnub.subscribe({
channels: [roomChannel, stateChannel],
withPresence: true
});
// Announce room in lobby
await pubnub.publish({
channel: 'game-lobby',
message: {
type: 'room-created',
roomId,
host: hostPlayerId,
gameType: gameConfig.gameType,
maxPlayers: gameConfig.maxPlayers || 4
}
});
return { roomId, roomChannel, stateChannel };
}
Synchronize Game State
// Send delta state updates (only changed properties)
async function sendStateUpdate(pubnub, stateChannel, deltaUpdate) {
await pubnub.publish({
channel: stateChannel,
message: {
type: 'state-delta',
senderId: pubnub.getUserId(),
timestamp: Date.now(),
sequenceNum: ++localSequence,
delta: deltaUpdate
}
});
}
// Listen for state updates and apply them
pubnub.addListener({
message: (event) => {
if (event.channel.endsWith('.state')) {
const { type, delta, sequenceNum, senderId } = event.message;
if (type === 'state-delta' && senderId !== pubnub.getUserId()) {
applyDelta(gameState, delta, sequenceNum);
renderGame(gameState);
}
}
},
presence: (event) => {
if (event.action === 'leave' || event.action === 'timeout') {
handlePlayerDisconnect(event.uuid, event.channel);
} else if (event.action === 'join') {
handlePlayerJoin(event.uuid, event.channel);
}
}
});
Constraints
- Keep game state messages under 32 KB; use delta updates instead of full state
- Use PubNub Presence with short timeouts (15-30s) to detect player disconnections quickly
- Always implement reconnection logic with state recovery for dropped players
- Validate critical game actions server-side using PubNub Functions to prevent cheating
- Use separate channels for game state, chat, and lobby to avoid message congestion
- Design for eventual consistency; PubNub guarantees message ordering per channel but not cross-channel
MCP Tools
getsdkdocumentation— pull SDK-specific publish/subscribe and signal APIs (route via [intent-to-tool](../pubnub-choose-docs-path/references/intent-to-tool.md))createpubnubfunction— scaffold the Before-Publish anti-cheat / state validatorgrant_token— issue scoped grants per game roommanage_apps— verify Stream Controller for room and lobby fan-out
See Also
- [pubnub-presence](../pubnub-presence/SKILL.md) — [room occupancy and player online/offline](../pubnub-presence/references/presence-events.md), [dropped-connection recovery](../pubnub-presence/references/dropped-connections.md), [multi-device sync](../pubnub-presence/references/multi-device-sync.md)
- [pubnub-functions](../pubnub-functions/SKILL.md) — [Before Publish](../pubnub-functions/references/functions-basics.md) for anti-cheat / move validation; [
require('kvstore')](../pubnub-functions/references/functions-modules.md) for authoritative state; [chaining](../pubnub-functions/references/functions-chaining.md) for enrich-then-broadcast - [pubnub-security](../pubnub-security/SKILL.md) — [Access Manager grants per room](../pubnub-security/references/access-manager.md), [DoS mitigation](../pubnub-security/references/dos-mitigation.md) for griefer waves, [encryption](../pubnub-security/references/encryption.md) for sensitive payloads
- [pubnub-reliability](../pubnub-reliability/SKILL.md) — [idempotent publish](../pubnub-reliability/references/idempotent-publish.md) so move-retries don't apply twice; [dedup-on-merge](../pubnub-reliability/references/dedup-on-merge.md) on rejoin after disconnect; use
signaloverpublishfor high-frequency state via [payload hygiene](../pubnub-observability/references/cost-and-payload-hygiene.md) - [pubnub-history](../pubnub-history/SKILL.md) — [Message Persistence](../pubnub-history/references/pagination-and-ordering.md) for replay / spectator catch-up
- [pubnub-scale](../pubnub-scale/SKILL.md) — [channel sharding for matchmaking](../pubnub-scale/references/scaling-patterns.md), [large-event playbook](../pubnub-scale/references/large-events.md) for tournament finals
- [pubnub-app-context](../pubnub-app-context/SKILL.md) — [player profiles, MMR, party memberships](../pubnub-app-context/references/users.md)
- [pubnub-chat](../pubnub-chat/SKILL.md) — [in-game chat SDK](../pubnub-chat/SKILL.md) and [file sharing](../pubnub-chat/references/file-sharing.md) for replay clips
- [pubnub-observability](../pubnub-observability/SKILL.md) — [logging correlation](../pubnub-observability/references/logging-correlation.md), [usage metrics](../pubnub-observability/references/usage-metrics.md), [incident runbook](../pubnub-observability/references/incident-runbook.md)
- [pubnub-choose-docs-path](../pubnub-choose-docs-path/SKILL.md) — for routing other PubNub questions
Output Format
When providing implementations:
- Include PubNub SDK initialization with gaming-optimized configuration
- Show game room creation and player join/leave lifecycle
- Include state synchronization with delta updates and conflict handling
- Add presence event handling for disconnect/reconnect scenarios
- Note anti-cheat considerations and server-side validation where applicable