tribunal-kit 9.0.0 โ 9.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.agent/ARCHITECTURE.md +2 -2
- package/.agent/agents/backend-specialist.md +1 -1
- package/.agent/agents/code-archaeologist.md +1 -1
- package/.agent/agents/database-architect.md +1 -1
- package/.agent/agents/debugger.md +1 -1
- package/.agent/agents/devops-engineer.md +1 -1
- package/.agent/agents/documentation-writer.md +1 -1
- package/.agent/agents/explorer-agent.md +1 -1
- package/.agent/agents/game-developer.md +1 -1
- package/.agent/agents/minimalist-reviewer.md +1 -1
- package/.agent/agents/mobile-developer.md +1 -1
- package/.agent/agents/orchestrator.md +1 -1
- package/.agent/agents/penetration-tester.md +1 -1
- package/.agent/agents/performance-optimizer.md +1 -1
- package/.agent/agents/product-manager.md +1 -1
- package/.agent/agents/product-owner.md +1 -1
- package/.agent/agents/project-planner.md +1 -1
- package/.agent/agents/qa-automation-engineer.md +1 -1
- package/.agent/agents/seo-specialist.md +1 -1
- package/.agent/agents/test-engineer.md +1 -1
- package/.agent/config/slash-commands.json +13 -1
- package/.agent/config/system-prompt.md +21 -7
- package/.agent/routing_index.json +1546 -268
- package/.agent/scripts/browser_audit.js +94 -0
- package/.agent/scripts/context_compiler.js +9 -0
- package/.agent/scripts/prompt_compiler.js +105 -13
- package/.agent/skill_topic_map.json +2 -1
- package/.agent/skills/12-principles-of-animation/SKILL.md +63 -25
- package/.agent/skills/60fps-animation/SKILL.md +68 -24
- package/.agent/skills/accessible-animation/SKILL.md +208 -44
- package/.agent/skills/adapt/SKILL.md +63 -25
- package/.agent/skills/advanced-rag-pipelines/SKILL.md +65 -25
- package/.agent/skills/agent-organizer/SKILL.md +60 -31
- package/.agent/skills/agentic-patterns/SKILL.md +60 -31
- package/.agent/skills/agentic-workflows-2026/SKILL.md +67 -27
- package/.agent/skills/ai-app-hardening/SKILL.md +67 -27
- package/.agent/skills/ai-prompt-injection-defense/SKILL.md +59 -31
- package/.agent/skills/animation-on-scroll/SKILL.md +187 -51
- package/.agent/skills/animation-systems/SKILL.md +230 -40
- package/.agent/skills/antfu-conventions/SKILL.md +64 -26
- package/.agent/skills/api-patterns/SKILL.md +61 -31
- package/.agent/skills/api-security-auditor/SKILL.md +59 -31
- package/.agent/skills/app-builder/SKILL.md +61 -31
- package/.agent/skills/appflow-wireframe/SKILL.md +62 -33
- package/.agent/skills/apple-design/SKILL.md +63 -25
- package/.agent/skills/architecture/SKILL.md +61 -31
- package/.agent/skills/audit-and-fix/SKILL.md +63 -25
- package/.agent/skills/authentication-best-practices/SKILL.md +59 -31
- package/.agent/skills/backend-security-expert/SKILL.md +61 -31
- package/.agent/skills/baseline-ui/SKILL.md +63 -25
- package/.agent/skills/bash-linux/SKILL.md +59 -31
- package/.agent/skills/behavioral-modes/SKILL.md +60 -31
- package/.agent/skills/better-colors/SKILL.md +63 -25
- package/.agent/skills/better-typography/SKILL.md +63 -36
- package/.agent/skills/better-ui/SKILL.md +64 -24
- package/.agent/skills/bolder/SKILL.md +63 -25
- package/.agent/skills/brainstorming/SKILL.md +61 -31
- package/.agent/skills/browser-audit/SKILL.md +170 -0
- package/.agent/skills/browser-native-ai/SKILL.md +64 -26
- package/.agent/skills/build-primitive/SKILL.md +63 -25
- package/.agent/skills/building-native-ui/SKILL.md +59 -31
- package/.agent/skills/cicd-pro/SKILL.md +65 -25
- package/.agent/skills/clarify/SKILL.md +63 -25
- package/.agent/skills/clean-code/SKILL.md +59 -31
- package/.agent/skills/cloud-architect/SKILL.md +65 -25
- package/.agent/skills/cobejs/SKILL.md +63 -25
- package/.agent/skills/code-review-checklist/SKILL.md +59 -31
- package/.agent/skills/codebase-design/SKILL.md +65 -25
- package/.agent/skills/colorize/SKILL.md +63 -25
- package/.agent/skills/compact-landing/SKILL.md +63 -25
- package/.agent/skills/company-logos/SKILL.md +63 -25
- package/.agent/skills/config-validator/SKILL.md +59 -31
- package/.agent/skills/containerization-pro/SKILL.md +65 -25
- package/.agent/skills/context-engineering-pro/SKILL.md +67 -27
- package/.agent/skills/create-design-md/SKILL.md +63 -25
- package/.agent/skills/critique/SKILL.md +64 -25
- package/.agent/skills/csharp-developer/SKILL.md +59 -31
- package/.agent/skills/data-validation-schemas/SKILL.md +59 -31
- package/.agent/skills/database-design/SKILL.md +61 -31
- package/.agent/skills/delight/SKILL.md +63 -25
- package/.agent/skills/deployment-procedures/SKILL.md +59 -31
- package/.agent/skills/design-lab/SKILL.md +65 -26
- package/.agent/skills/devops-engineer/SKILL.md +59 -31
- package/.agent/skills/devops-incident-responder/SKILL.md +59 -31
- package/.agent/skills/diagnosing-bugs/SKILL.md +64 -27
- package/.agent/skills/distill/SKILL.md +63 -25
- package/.agent/skills/documentation-templates/SKILL.md +59 -31
- package/.agent/skills/domain-modeling/SKILL.md +64 -26
- package/.agent/skills/duckdb-analytical-sql/SKILL.md +66 -26
- package/.agent/skills/edge-ai-mobile/SKILL.md +66 -26
- package/.agent/skills/edge-computing/SKILL.md +59 -31
- package/.agent/skills/emil-design-eng/SKILL.md +64 -24
- package/.agent/skills/error-resilience/SKILL.md +59 -31
- package/.agent/skills/expo-router-v4/SKILL.md +65 -26
- package/.agent/skills/extract-design-system/SKILL.md +59 -31
- package/.agent/skills/fabel-protocol/SKILL.md +64 -25
- package/.agent/skills/fixing-accessibility/SKILL.md +63 -25
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- package/.agent/skills/fixing-motion-performance/SKILL.md +63 -25
- package/.agent/skills/framer-motion-expert/SKILL.md +68 -30
- package/.agent/skills/frontend-design/SKILL.md +63 -25
- package/.agent/skills/frontend-security-expert/SKILL.md +61 -31
- package/.agent/skills/game-design-expert/SKILL.md +59 -31
- package/.agent/skills/game-engineering-expert/SKILL.md +59 -31
- package/.agent/skills/generative-ui-expert/SKILL.md +64 -26
- package/.agent/skills/geo-fundamentals/SKILL.md +59 -31
- package/.agent/skills/git-pro/SKILL.md +65 -25
- package/.agent/skills/github-operations/SKILL.md +59 -31
- package/.agent/skills/gpt-taste/SKILL.md +63 -25
- package/.agent/skills/gsap-core/SKILL.md +65 -25
- package/.agent/skills/gsap-frameworks/SKILL.md +65 -25
- package/.agent/skills/gsap-performance/SKILL.md +65 -25
- package/.agent/skills/gsap-plugins/SKILL.md +65 -25
- package/.agent/skills/gsap-react/SKILL.md +65 -25
- package/.agent/skills/gsap-scrolltrigger/SKILL.md +65 -25
- package/.agent/skills/gsap-timeline/SKILL.md +65 -25
- package/.agent/skills/gsap-utils/SKILL.md +65 -25
- package/.agent/skills/harden/SKILL.md +63 -25
- package/.agent/skills/harness-protocol/SKILL.md +64 -25
- package/.agent/skills/i18n-localization/SKILL.md +59 -31
- package/.agent/skills/impeccable/SKILL.md +63 -25
- package/.agent/skills/improve-codebase-architecture/SKILL.md +64 -26
- package/.agent/skills/improve-ui/SKILL.md +63 -25
- package/.agent/skills/intelligent-routing/SKILL.md +63 -23
- package/.agent/skills/knowledge-graph/SKILL.md +64 -25
- package/.agent/skills/landing-page/SKILL.md +63 -25
- package/.agent/skills/lint-and-validate/SKILL.md +59 -31
- package/.agent/skills/llm-engineering/SKILL.md +59 -31
- package/.agent/skills/local-first/SKILL.md +59 -31
- package/.agent/skills/local-first-architecture/SKILL.md +64 -24
- package/.agent/skills/lottie-animation/SKILL.md +63 -25
- package/.agent/skills/marquee-loop/SKILL.md +63 -25
- package/.agent/skills/masked-reveal/SKILL.md +246 -55
- package/.agent/skills/mcp-builder/SKILL.md +59 -31
- package/.agent/skills/micro-interaction/SKILL.md +255 -61
- package/.agent/skills/mobile-design/SKILL.md +61 -31
- package/.agent/skills/monorepo-management/SKILL.md +59 -31
- package/.agent/skills/morphing-icons/SKILL.md +366 -51
- package/.agent/skills/motion-engineering/SKILL.md +64 -26
- package/.agent/skills/nextjs-react-expert/SKILL.md +61 -31
- package/.agent/skills/nodejs-best-practices/SKILL.md +59 -31
- package/.agent/skills/observability/SKILL.md +59 -31
- package/.agent/skills/opentelemetry-observability/SKILL.md +66 -26
- package/.agent/skills/page-transition-animation/SKILL.md +63 -25
- package/.agent/skills/parallel-agents/SKILL.md +60 -31
- package/.agent/skills/performance-profiling/SKILL.md +60 -31
- package/.agent/skills/plan-writing/SKILL.md +59 -31
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- package/.agent/skills/platform-engineering-opentofu/SKILL.md +66 -27
- package/.agent/skills/playwright-ai-e2e/SKILL.md +67 -27
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- package/.agent/skills/powershell-windows/SKILL.md +59 -31
- package/.agent/skills/pricing-page/SKILL.md +63 -25
- package/.agent/skills/product-aware-heuristics/SKILL.md +63 -25
- package/.agent/skills/progressive-blur/SKILL.md +63 -25
- package/.agent/skills/project-idioms/SKILL.md +60 -36
- package/.agent/skills/property-based-testing/SKILL.md +67 -27
- package/.agent/skills/python-patterns/SKILL.md +59 -31
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- package/.agent/skills/quieter/SKILL.md +63 -25
- package/.agent/skills/react-doctor/SKILL.md +63 -25
- package/.agent/skills/react-specialist/SKILL.md +61 -31
- package/.agent/skills/readme-builder/SKILL.md +59 -31
- package/.agent/skills/realtime-patterns/SKILL.md +59 -31
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- package/.agent/skills/redesign-skill/SKILL.md +63 -25
- package/.agent/skills/review-animations/SKILL.md +64 -26
- package/.agent/skills/rust-pro/SKILL.md +61 -31
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- package/.agent/skills/server-management/SKILL.md +59 -31
- package/.agent/skills/shadcn-ui-expert/SKILL.md +59 -31
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- package/.agent/skills/soft-skill/SKILL.md +63 -25
- package/.agent/skills/sounds-on-the-web/SKILL.md +63 -25
- package/.agent/skills/sql-pro/SKILL.md +59 -31
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- package/.agent/skills/svg-animation/SKILL.md +369 -51
- package/.agent/skills/swiftui-expert/SKILL.md +59 -31
- package/.agent/skills/swiss-design/SKILL.md +63 -25
- package/.agent/skills/system-design-pro/SKILL.md +65 -25
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- package/.agent/skills/frontend-design/scripts/__pycache__/accessibility_checker.cpython-311.pyc +0 -0
- package/.agent/skills/frontend-design/scripts/__pycache__/ux_audit.cpython-311.pyc +0 -0
- package/.agent/skills/geo-fundamentals/scripts/__pycache__/geo_checker.cpython-311.pyc +0 -0
- package/.agent/skills/i18n-localization/scripts/__pycache__/i18n_checker.cpython-311.pyc +0 -0
- package/.agent/skills/lint-and-validate/scripts/__pycache__/lint_runner.cpython-311.pyc +0 -0
- package/.agent/skills/lint-and-validate/scripts/__pycache__/type_coverage.cpython-311.pyc +0 -0
- package/.agent/skills/mobile-design/scripts/__pycache__/mobile_audit.cpython-311.pyc +0 -0
- package/.agent/skills/nextjs-react-expert/scripts/__pycache__/convert_rules.cpython-311.pyc +0 -0
- package/.agent/skills/nextjs-react-expert/scripts/__pycache__/react_performance_checker.cpython-311.pyc +0 -0
- package/.agent/skills/performance-profiling/scripts/__pycache__/lighthouse_audit.cpython-311.pyc +0 -0
- package/.agent/skills/seo-fundamentals/scripts/__pycache__/seo_checker.cpython-311.pyc +0 -0
- package/.agent/skills/testing-patterns/scripts/__pycache__/test_runner.cpython-311.pyc +0 -0
- package/.agent/skills/vulnerability-scanner/scripts/__pycache__/security_scan.cpython-311.pyc +0 -0
- package/.agent/skills/webapp-testing/scripts/__pycache__/playwright_runner.cpython-311.pyc +0 -0
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---
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name: frontend-security-expert
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description: Use when Frontend security auditing for modern meta-frameworks. Focuses on React/Next.js UI paradigms, hydration poisoning, third-party script supply chain, local storage security, and XSS prevention in modern environments.
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version: 5.0.0
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last-updated: 2026-09-13
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skills:
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- backend-security-expert
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- api-security-auditor
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- vulnerability-scanner
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tools: Read, Grep, Glob, Bash, Edit, Write
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scripts-binding:
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- .agent/scripts/lint_runner.js
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- .agent/scripts/verify_all.js
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---
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# Frontend Security Expert โ Modern Meta-Frameworks
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## Mandatory Pre-Flight Context Inspection
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Before generating, refactoring, or reviewing code in the `frontend-security-expert` domain, inspect these 5 critical parameters:
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1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
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2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
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3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
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4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
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5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
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## Activation Boundaries
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- **Activate when:** Use when Frontend security auditing for modern meta-frameworks. Focuses on React/Next.js UI paradigms, hydration poisoning, third-party script supply chain, local storage security, and XSS prevention in modern environments.
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- **DO NOT activate when:** The task falls outside the `frontend-security-expert` domain or is managed by a different dedicated specialist.
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## ๐ Multi-Pass Execution Protocol
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Execute all non-trivial tasks through this 7-pass cognitive loop:
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| Pass | Phase | Core Action |
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|:---|:---|:---|
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| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. |
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| **Pass 2** | **Plan** | Decompose the task into smallest logical steps; map dependencies and required tool calls. |
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| **Pass 3** | **Execute** | Implement the solution with production-grade craft, zero placeholders, and strict typing. |
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| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. |
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| **Pass 5** | **Attack** | Perform an adversarial review searching for edge-case failures, race conditions, and traps. |
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| **Pass 6** | **Improve** | Eliminate discovered friction, optimize performance, and harden error boundaries. |
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| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. |
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---
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## ๐ ๏ธ Technical Architecture & Reference Recipes
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---
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## Hallucination Traps (Read First)
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- โ Focusing on generic OWASP top 10 (SQLi, IDOR) โ โ
This is the _frontend_ skill. Focus strictly on client-side boundaries, SSR hydration, and DOM.
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- โ Treating React `useEffect` data fetching as secure โ โ
Data fetched client-side can be intercepted or manipulated.
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- โ Recommending LocalStorage for JWTs โ โ
JWTs must go in HttpOnly, Secure, SameSite cookies.
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- โ Assuming Next.js SSR is immune to XSS โ โ
Hydration mismatch or dangerouslySetInnerHTML can inject payloads.
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---
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## 1. React & Next.js Specific Vulnerabilities
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Modern frameworks handle basic XSS by escaping text, but specific APIs bypass this.
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- **`dangerouslySetInnerHTML`**: Never use this with unsanitized user input. If required, mandate the use of DOMPurify.
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- **Hydration Poisoning**: Ensure that data rendered on the server matches the client to prevent malicious hydration states.
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- **`javascript:` URIs**: React does not automatically prevent `javascript:` URIs in `href` tags. Audit all dynamic links.
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## 2. Token & State Storage (Web Storage API)
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- **Local/Session Storage**: Do not store sensitive PII, Auth Tokens (JWTs), or API keys here. They are accessible via any XSS attack.
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- **Cookies**: Use `HttpOnly`, `Secure`, and `SameSite=Strict` (or `Lax`) for all authentication cookies.
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- **In-Memory State**: Store temporary sensitive data in React state/Zustand, recognizing it clears on refresh.
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## 3. Third-Party Supply Chain
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- **External Scripts**: Any `<script src="...">` has full access to the DOM and global window.
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- **Subresource Integrity (SRI)**: Ensure all CDN-loaded scripts use the `integrity` attribute.
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- **Next.js `<Script>` Component**: Use appropriate strategies (`beforeInteractive`, `afterInteractive`) and audit what is loaded.
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## 4. Cross-Origin & PostMessage
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- **`postMessage`**: Never use `targetOrigin: '*'` when sending messages. Always validate `event.origin` when receiving messages.
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- **Iframes**: Use the `sandbox` attribute for any user-generated iframes to restrict script execution and top-level navigation.
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---
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## ๐จ Edge-Case & Failure Mode Matrix
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| Scenario | Risk | Mitigation Strategy |
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|:---|:---|:---|
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| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
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| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
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| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
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| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
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| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
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---
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## ๐ค LLM-Specific Traps Table
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| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
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|:---|:---|:---|
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| **Hardcoded Secret Pattern** | Committing API keys, tokens, or private salts into source code | Load credentials strictly via runtime environment variables and secret stores |
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| **Prompt Injection Surface** | Directly concatenating untrusted user input into LLM system prompts | Wrap user content in isolated delimiters and strip injection control sequences |
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| **Missing Authorization Check** | Relying only on authentication token presence without checking tenant/object RBAC | Verify user permissions against the specific target record ID before mutation |
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---
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## ๐๏ธ Tribunal Verification & Guardrails
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**Active Reviewers:** `security-auditor` ยท `penetration-tester` ยท `backend-security-expert`
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**Slash Command:** `/review` or `/tribunal-full`
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### โ
Pre-Flight Self-Audit Checklist
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```
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โ
Are user inputs sanitized and treated as untrusted at system boundaries?
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โ
Are secrets loaded strictly via environment variables with zero hardcoding?
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โ
Is least-privilege enforcement active on APIs, tokens, and storage buckets?
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โ
Are prompt-injection delimiters and sanitizers wrapped around LLM inputs?
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โ
Did I verify encryption in transit and at rest for sensitive customer data?
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```
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### ๐ Verification-Before-Completion (VBC) Protocol
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**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
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- โ **Forbidden:** Declaring a task complete because the output "looks correct."
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- โ
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
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---
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name: game-design-expert
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description: Use when Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
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version: 5.0.0
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last-updated: 2026-09-13
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skills:
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- game-engineering-expert
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8
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- 12-principles-of-animation
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- sounds-on-the-web
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tools: Read, Grep, Glob, Bash, Edit, Write
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scripts-binding:
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- .agent/scripts/lint_runner.js
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- .agent/scripts/verify_all.js
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---
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# Game Design Expert โ Player Experience & Flow Mastery
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## Mandatory Pre-Flight Context Inspection
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Before generating, refactoring, or reviewing code in the `game-design-expert` domain, inspect these 5 critical parameters:
|
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|
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22
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1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
|
|
23
|
+
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
|
|
24
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+
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
|
|
25
|
+
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
|
|
26
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5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
|
|
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|
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28
|
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## Activation Boundaries
|
|
29
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+
|
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30
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- **Activate when:** Use when Game Design, UX, and Flow State mastery. Replaces fragmented legacy skills. Core gameplay loop design, 3Cs (Character, Camera, Controls), input buffering, coyote time, juice (game feel), telemetry tracking, narrative alignment, and audio spatialization integration. Use when crafting player experience, progression arcs, or systemic balance.
|
|
31
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- **DO NOT activate when:** The task falls outside the `game-design-expert` domain or is managed by a different dedicated specialist.
|
|
32
|
+
|
|
33
|
+
## ๐ Multi-Pass Execution Protocol
|
|
34
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+
|
|
35
|
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Execute all non-trivial tasks through this 7-pass cognitive loop:
|
|
36
|
+
|
|
37
|
+
| Pass | Phase | Core Action |
|
|
38
|
+
|:---|:---|:---|
|
|
39
|
+
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. |
|
|
40
|
+
| **Pass 2** | **Plan** | Decompose the task into smallest logical steps; map dependencies and required tool calls. |
|
|
41
|
+
| **Pass 3** | **Execute** | Implement the solution with production-grade craft, zero placeholders, and strict typing. |
|
|
42
|
+
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. |
|
|
43
|
+
| **Pass 5** | **Attack** | Perform an adversarial review searching for edge-case failures, race conditions, and traps. |
|
|
44
|
+
| **Pass 6** | **Improve** | Eliminate discovered friction, optimize performance, and harden error boundaries. |
|
|
45
|
+
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. |
|
|
46
|
+
|
|
47
|
+
---
|
|
48
|
+
|
|
49
|
+
## ๐ ๏ธ Technical Architecture & Reference Recipes
|
|
50
|
+
|
|
51
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+
---
|
|
52
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+
|
|
53
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+
|
|
54
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## Hallucination Traps (Read First)
|
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55
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- โ Designing reward systems without testing for compulsion loops -> โ
Playtesting must verify engagement without addiction patterns
|
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- โ Assuming all players have the same skill level -> โ
Design difficulty curves that adapt or offer accessibility options
|
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- โ Adding mechanics without testing the core loop first -> โ
Core loop must be fun in isolation before adding complexity
|
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---
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---
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## 1. The 3Cs (Character, Camera, Controls)
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Before designing enemies, levels, or UI, the foundation of the player's interaction MUST feel flawless. If the player cannot intrinsically trust the controls, the entire system collapses.
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### Input Buffering
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Humans cannot click buttons flawlessly on the exact required frame.
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If a player presses "Jump" 3 frames _before_ they hit the ground, a naรฏve engine ignores it. A designed engine _buffers_ the input in memory for 150ms and instantly executes the jump the millisecond the character's feet touch the dirt.
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### Coyote Time
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Named after Wile E. Coyote hovering off a cliff.
|
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If a player runs off a ledge, a rigid physics engine drops them instantly.
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A forgiving design allows the player to still press 'Jump' for exactly ~100ms _after_ walking off the ledge. It prevents extreme frustration on close platforming jumps.
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---
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## 2. The Core Gameplay Loop
|
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Every action a player takes must feed into a reinforcing psychological loop.
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**The Macro Loop (e.g., Destiny, Monster Hunter)**
|
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1. **Action:** Fight complex monsters.
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2. **Reward:** Collect physical parts and resources.
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3. **Pacing:** Return to base.
|
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4. **Upgrade:** Convert parts into stronger weapons.
|
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5. **Goal:** Fight stronger, unkillable monsters (Back to Step 1).
|
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|
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93
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_If step 4 (Upgrading) does not heavily alter step 1 (Fights are now faster, visually different, mechanically superior), the loop is broken and players churn._
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|
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---
|
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96
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|
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## 3. "Juice" and Game Feel
|
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"Juice" is the non-functional audiovisual feedback that makes an interaction feel heavy and satisfying.
|
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1. **Screen Shake:** A minor, mathematically decaying camera displacement when heavy impacts occur. (Needs toggles for accessibility).
|
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102
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2. **Hitstop (Sleep Frames):** When a sword hits an enemy, freeze the entire game engine for exactly 3 frames (50ms). This creates an immense perceptual illusion of resistance and friction.
|
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103
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3. **Squash and Stretch:** A character jumping should stretch vertically. A character landing should squash horizontally. It breaks rigidity and infuses life.
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104
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4. **Particle Explosions:** Simple box collisions must be masked by explosive localized particle systems (dust kicks, sparks).
|
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106
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---
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|
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## 4. Narrative & Audio Synergies
|
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|
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Game design is not segregated from Audio. Audio is the primary vector for temporal feedback.
|
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111
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+
|
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112
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1. **Spatialization (HRTF):** Sound objects emit audio localized strictly to 3D space, heavily attenuated by environmental occlusions (muffled behind walls).
|
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113
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2. **Telegraphing State:** If an enemy swings a heavy axe, it MUST have a 300ms audio "wind-up" queue. The player relies on audio rhythm far faster than visual recognition to dodge.
|
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114
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3. **Dynamic Mixing (Ducking):** Essential dialogue or UI pings must automatically compress (lower the volume of) ambient music underneath to prevent cognitive overload.
|
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115
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116
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---
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## 5. Telemetry & Analytics Deficiencies
|
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|
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Design is hypotheses. Playtests are the reality.
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+
Never rely on developers "feeling" the game. You must systematically log death coordinates (heatmaps). If 80% of players die at Level 2 Trap B, your design intent (teaching the mechanic) has failed.
|
|
123
|
+
|
|
124
|
+
---
|
|
125
|
+
|
|
126
|
+
## ๐จ Edge-Case & Failure Mode Matrix
|
|
127
|
+
|
|
128
|
+
| Scenario | Risk | Mitigation Strategy |
|
|
129
|
+
|:---|:---|:---|
|
|
130
|
+
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
|
|
131
|
+
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
|
|
132
|
+
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
|
|
133
|
+
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
|
|
134
|
+
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
|
|
135
|
+
|
|
136
|
+
---
|
|
137
|
+
|
|
138
|
+
## ๐ค LLM-Specific Traps Table
|
|
139
|
+
|
|
140
|
+
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|
|
141
|
+
|:---|:---|:---|
|
|
142
|
+
| **Uncontrolled Re-render Loop** | Mutating state inside render bodies or omitting hook dependencies | Wrap effects with explicit deps and isolate reactive derivations in useMemo |
|
|
143
|
+
| **Accessibility Neglect** | Interactive <div> without role="button", tabIndex, or onKeyDown | Use semantic <button> or provide ARIA role, keyboard handlers, and focus ring |
|
|
144
|
+
| **Layout Shift Flash** | Images/dynamic content without aspect-ratio or explicit dimensions | Enforce aspect-ratio or skeleton placeholders to guarantee zero CLS |
|
|
145
|
+
|
|
146
|
+
---
|
|
147
|
+
|
|
148
|
+
## ๐๏ธ Tribunal Verification & Guardrails
|
|
149
|
+
|
|
150
|
+
**Active Reviewers:** `frontend-reviewer` ยท `type-safety` ยท `ui-ux-auditor` ยท `complexity-reviewer`
|
|
151
|
+
**Slash Command:** `/review` or `/tribunal-full`
|
|
152
|
+
|
|
153
|
+
### โ
Pre-Flight Self-Audit Checklist
|
|
154
|
+
|
|
155
|
+
```
|
|
156
|
+
โ
Are all component props strictly typed with zero implicit "any"?
|
|
157
|
+
โ
Are responsive breakpoints, fluid typography, and optical balance verified?
|
|
158
|
+
โ
Is accessibility (ARIA labels, keyboard focus, contrast) validated?
|
|
159
|
+
โ
Are re-renders minimized and state lifecycles cleanly separated?
|
|
160
|
+
โ
Did I verify all imported UI components and icon sets actually exist?
|
|
161
|
+
```
|
|
162
|
+
|
|
163
|
+
### ๐ Verification-Before-Completion (VBC) Protocol
|
|
164
|
+
|
|
165
|
+
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
166
|
+
- โ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
167
|
+
- โ
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
|
|
@@ -0,0 +1,183 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: game-engineering-expert
|
|
3
|
+
description: Use when Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
|
|
4
|
+
version: 5.0.0
|
|
5
|
+
last-updated: 2026-09-13
|
|
6
|
+
skills:
|
|
7
|
+
- game-design-expert
|
|
8
|
+
- csharp-developer
|
|
9
|
+
- 60fps-animation
|
|
10
|
+
tools: Read, Grep, Glob, Bash, Edit, Write
|
|
11
|
+
scripts-binding:
|
|
12
|
+
- .agent/scripts/lint_runner.js
|
|
13
|
+
- .agent/scripts/verify_all.js
|
|
14
|
+
---
|
|
15
|
+
|
|
16
|
+
# Game Engineering Expert โ Performance & State Mastery
|
|
17
|
+
|
|
18
|
+
## Mandatory Pre-Flight Context Inspection
|
|
19
|
+
|
|
20
|
+
Before generating, refactoring, or reviewing code in the `game-engineering-expert` domain, inspect these 5 critical parameters:
|
|
21
|
+
|
|
22
|
+
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
|
|
23
|
+
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
|
|
24
|
+
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
|
|
25
|
+
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
|
|
26
|
+
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
|
|
27
|
+
|
|
28
|
+
## Activation Boundaries
|
|
29
|
+
|
|
30
|
+
- **Activate when:** Use when Game Engineering and Systems Architecture mastery. Replaces fragmented legacy skills. Entity Component Systems (ECS), Unity (C#) / Godot (GDScript) integration, physics calculations, deterministic engine state, WebGL memory management, multiplayer sync architectures (deterministic lockstep vs traditional authoritative), spatial partitioning, and rendering pipelines.
|
|
31
|
+
- **DO NOT activate when:** The task falls outside the `game-engineering-expert` domain or is managed by a different dedicated specialist.
|
|
32
|
+
|
|
33
|
+
## ๐ Multi-Pass Execution Protocol
|
|
34
|
+
|
|
35
|
+
Execute all non-trivial tasks through this 7-pass cognitive loop:
|
|
36
|
+
|
|
37
|
+
| Pass | Phase | Core Action |
|
|
38
|
+
|:---|:---|:---|
|
|
39
|
+
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. |
|
|
40
|
+
| **Pass 2** | **Plan** | Decompose the task into smallest logical steps; map dependencies and required tool calls. |
|
|
41
|
+
| **Pass 3** | **Execute** | Implement the solution with production-grade craft, zero placeholders, and strict typing. |
|
|
42
|
+
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. |
|
|
43
|
+
| **Pass 5** | **Attack** | Perform an adversarial review searching for edge-case failures, race conditions, and traps. |
|
|
44
|
+
| **Pass 6** | **Improve** | Eliminate discovered friction, optimize performance, and harden error boundaries. |
|
|
45
|
+
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. |
|
|
46
|
+
|
|
47
|
+
---
|
|
48
|
+
|
|
49
|
+
## ๐ ๏ธ Technical Architecture & Reference Recipes
|
|
50
|
+
|
|
51
|
+
---
|
|
52
|
+
|
|
53
|
+
|
|
54
|
+
## Hallucination Traps (Read First)
|
|
55
|
+
|
|
56
|
+
- โ Using deltaTime without clamping -> โ
Unclamped deltaTime causes physics explosions on frame spikes; clamp to max 0.05s
|
|
57
|
+
- โ Allocating memory in the game loop (new objects, arrays) -> โ
Pre-allocate and pool objects to avoid GC pauses during gameplay
|
|
58
|
+
- โ Using floating-point equality checks for game state -> โ
Use epsilon comparisons or integer-based fixed-point for deterministic logic
|
|
59
|
+
|
|
60
|
+
---
|
|
61
|
+
|
|
62
|
+
---
|
|
63
|
+
|
|
64
|
+
## 1. Frame Rate Architecture (The Update Loop)
|
|
65
|
+
|
|
66
|
+
In web development, we await Promises. In game development, we calculate Delta Time continuously.
|
|
67
|
+
|
|
68
|
+
```csharp
|
|
69
|
+
// โ BAD: Frame-rate dependent logic
|
|
70
|
+
// If the game runs at 120 FPS, the character moves twice as fast as on 60 FPS
|
|
71
|
+
void Update() {
|
|
72
|
+
transform.position += currentSpeed;
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
// โ
GOOD: Frame-independent physics (Unity C# Example)
|
|
76
|
+
void Update() {
|
|
77
|
+
// DeltaTime is the time elapsed since the last frame
|
|
78
|
+
transform.position += currentVelocity * Time.deltaTime;
|
|
79
|
+
}
|
|
80
|
+
```
|
|
81
|
+
|
|
82
|
+
### FixedUpdate vs Update (The Physics Boundary)
|
|
83
|
+
|
|
84
|
+
- `Update()` fires as fast as the GPU/CPU can draw. Used for User Input and visual animation interpolations.
|
|
85
|
+
- `FixedUpdate()` fires at absolute strict mathematical intervals (e.g., 50 times a second exactly). ALL Physics interactions (`AddForce()`, collision sweeps) MUST live here to prevent tearing and tunneling.
|
|
86
|
+
|
|
87
|
+
---
|
|
88
|
+
|
|
89
|
+
## 2. Memory Pooling (Garbage Collection Death)
|
|
90
|
+
|
|
91
|
+
In Node.js, V8 cleans up objects eventually. In Game Engines, allocating memory creates "Garbage", which forces the Garbage Collector (GC) to pause the entire game to clean up, causing massive micro-stutters.
|
|
92
|
+
|
|
93
|
+
```csharp
|
|
94
|
+
// โ FATAL (in Update loops): Creating new objects 60x a second
|
|
95
|
+
void Update() {
|
|
96
|
+
Instantiate(bulletPrefab, gun.position, gun.rotation); // Kills the CPU
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
// โ
EFFICIENT: Object Pooling
|
|
100
|
+
// Pre-allocate 100 bullets during the Loading Screen.
|
|
101
|
+
// Then simply toggle their active state natively.
|
|
102
|
+
void Fire() {
|
|
103
|
+
Bullet b = bulletPool.GetDisabledBullet();
|
|
104
|
+
b.transform.position = gun.position;
|
|
105
|
+
b.gameObject.SetActive(true);
|
|
106
|
+
}
|
|
107
|
+
```
|
|
108
|
+
|
|
109
|
+
---
|
|
110
|
+
|
|
111
|
+
## 3. Entity Component Systems (ECS)
|
|
112
|
+
|
|
113
|
+
Traditional Object-Oriented Programming (OOP) inheritance hierarchies break down in game engines.
|
|
114
|
+
(e.g., `Enemy` inherits from `Character` which inherits from `Renderable`). What happens when you want a `Renderable` that isn't a `Character` but acts like an `Enemy` (like a deadly spike trap)?
|
|
115
|
+
|
|
116
|
+
**Use ECS.**
|
|
117
|
+
|
|
118
|
+
1. **Entities:** Just a meaningless ID (e.g., `Entity 304`).
|
|
119
|
+
2. **Components:** Pure localized data structs attached to an ID (e.g., `Position {x: 5, y: 10}`, `Health {hp: 100}`).
|
|
120
|
+
3. **Systems:** Logic that maps continuously over structs (e.g., `MovementSystem` iterates over ALL Entities that specifically have both a `Position` AND `Velocity` component).
|
|
121
|
+
|
|
122
|
+
---
|
|
123
|
+
|
|
124
|
+
## 4. Multiplayer Architectures
|
|
125
|
+
|
|
126
|
+
Never trust the client. A multiplayer architecture dictates latency fundamentally.
|
|
127
|
+
|
|
128
|
+
1. **Deterministic Lockstep (RTS / Fighting Games):**
|
|
129
|
+
- Transmits absolute ZERO game state (coordinates).
|
|
130
|
+
- Only transmits _inputs_ (Player A clicked Coordinate X).
|
|
131
|
+
- Both machines run the identical physics frame simultaneously.
|
|
132
|
+
- Extremely bandwidth efficient, but requires identical CPU math output (impossible in JS floating point Math).
|
|
133
|
+
|
|
134
|
+
2. **Server Authoritative with Client Prediction (Modern FPS/Action):**
|
|
135
|
+
- The Server runs the "Real" game.
|
|
136
|
+
- The Client tells the server "I fired."
|
|
137
|
+
- Because Ping takes 50ms, the Client _predicts_ the shot landing locally (optimistic UI) so the player doesn't feel lag.
|
|
138
|
+
- If the server eventually disagrees, the Client aggressively rewinds and snaps the state to match the Server reality (Rubber-banding).
|
|
139
|
+
|
|
140
|
+
---
|
|
141
|
+
|
|
142
|
+
## ๐จ Edge-Case & Failure Mode Matrix
|
|
143
|
+
|
|
144
|
+
| Scenario | Risk | Mitigation Strategy |
|
|
145
|
+
|:---|:---|:---|
|
|
146
|
+
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
|
|
147
|
+
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
|
|
148
|
+
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
|
|
149
|
+
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
|
|
150
|
+
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
|
|
151
|
+
|
|
152
|
+
---
|
|
153
|
+
|
|
154
|
+
## ๐ค LLM-Specific Traps Table
|
|
155
|
+
|
|
156
|
+
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|
|
157
|
+
|:---|:---|:---|
|
|
158
|
+
| **Hallucinated Tool Capabilities** | Assuming an external library or CLI command exists without verification | Run a verification check or verify package.json before referencing tools |
|
|
159
|
+
| **Premature Completion Claim** | Declaring a task finished because code was generated without verification | Execute tests, linters, or terminal commands to provide concrete proof |
|
|
160
|
+
| **Context Bloat Dumping** | Pasting entire multi-thousand-line files into prompt context | Extract targeted excerpts, symbols, and signatures to preserve tokens |
|
|
161
|
+
|
|
162
|
+
---
|
|
163
|
+
|
|
164
|
+
## ๐๏ธ Tribunal Verification & Guardrails
|
|
165
|
+
|
|
166
|
+
**Active Reviewers:** `orchestrator` ยท `agent-organizer` ยท `logic-reviewer`
|
|
167
|
+
**Slash Command:** `/review` or `/tribunal-full`
|
|
168
|
+
|
|
169
|
+
### โ
Pre-Flight Self-Audit Checklist
|
|
170
|
+
|
|
171
|
+
```
|
|
172
|
+
โ
Did I deconstruct the root objective before proposing architecture?
|
|
173
|
+
โ
Did I identify dependencies, bottlenecks, and parallelizable sub-tasks?
|
|
174
|
+
โ
Did I avoid over-engineering and select the simplest effective pattern?
|
|
175
|
+
โ
Did I verify assumptions with concrete file reads instead of speculation?
|
|
176
|
+
โ
Did I establish measurable verification criteria before completion?
|
|
177
|
+
```
|
|
178
|
+
|
|
179
|
+
### ๐ Verification-Before-Completion (VBC) Protocol
|
|
180
|
+
|
|
181
|
+
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
182
|
+
- โ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
183
|
+
- โ
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
|
|
@@ -0,0 +1,175 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: generative-ui-expert
|
|
3
|
+
description: Use when Generative UI mastery. Vercel AI SDK 3.0+, React Server Components (RSC) + LLMs, streaming UI elements, structured tool calling (Zod schemas), and managing client-side AI state via useChat/useObject.
|
|
4
|
+
version: 5.0.0
|
|
5
|
+
last-updated: 2026-09-13
|
|
6
|
+
skills:
|
|
7
|
+
- nextjs-react-expert
|
|
8
|
+
- react-specialist
|
|
9
|
+
- browser-native-ai
|
|
10
|
+
tools: Read, Grep, Glob, Bash, Edit, Write
|
|
11
|
+
scripts-binding:
|
|
12
|
+
- .agent/scripts/lint_runner.js
|
|
13
|
+
- .agent/scripts/verify_all.js
|
|
14
|
+
---
|
|
15
|
+
|
|
16
|
+
# Generative UI Expert (Vercel AI SDK)
|
|
17
|
+
|
|
18
|
+
## Mandatory Pre-Flight Context Inspection
|
|
19
|
+
|
|
20
|
+
Before generating, refactoring, or reviewing code in the `generative-ui-expert` domain, inspect these 5 critical parameters:
|
|
21
|
+
|
|
22
|
+
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
|
|
23
|
+
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
|
|
24
|
+
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
|
|
25
|
+
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
|
|
26
|
+
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
|
|
27
|
+
|
|
28
|
+
## Activation Boundaries
|
|
29
|
+
|
|
30
|
+
- **Activate when:** Use when Generative UI mastery. Vercel AI SDK 3.0+, React Server Components (RSC) + LLMs, streaming UI elements, structured tool calling (Zod schemas), and managing client-side AI state via useChat/useObject.
|
|
31
|
+
- **DO NOT activate when:** The task falls outside the `generative-ui-expert` domain or is managed by a different dedicated specialist.
|
|
32
|
+
|
|
33
|
+
## ๐ Multi-Pass Execution Protocol
|
|
34
|
+
|
|
35
|
+
Execute all non-trivial tasks through this 7-pass cognitive loop:
|
|
36
|
+
|
|
37
|
+
| Pass | Phase | Core Action |
|
|
38
|
+
|:---|:---|:---|
|
|
39
|
+
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. |
|
|
40
|
+
| **Pass 2** | **Plan** | Decompose the task into smallest logical steps; map dependencies and required tool calls. |
|
|
41
|
+
| **Pass 3** | **Execute** | Implement the solution with production-grade craft, zero placeholders, and strict typing. |
|
|
42
|
+
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. |
|
|
43
|
+
| **Pass 5** | **Attack** | Perform an adversarial review searching for edge-case failures, race conditions, and traps. |
|
|
44
|
+
| **Pass 6** | **Improve** | Eliminate discovered friction, optimize performance, and harden error boundaries. |
|
|
45
|
+
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. |
|
|
46
|
+
|
|
47
|
+
---
|
|
48
|
+
|
|
49
|
+
## ๐ ๏ธ Technical Architecture & Reference Recipes
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---
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53
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54
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## 1. Core Principles
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56
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- **No Markdown Slop:** Avoid dumping raw markdown when structured UI can be used. If the user asks for a weather report, stream a `<WeatherCard />`, not text.
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57
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- **Server-Driven UI:** Leverage React Server Components (`ai/rsc`) to stream actual React components over the wire as the LLM yields function calls.
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58
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- **Structured Data First:** Use strict Zod schemas (`useObject`, `streamObject`) whenever you need the LLM to output parsable data.
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59
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- **Progressive Disclosure:** Use `streamUI` to yield intermediate loading states (e.g., `<SkeletonLoader />`) while waiting for external APIs.
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61
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## 2. Vercel AI SDK Patterns
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63
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### A. Streaming React Components (`ai/rsc`)
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64
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65
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When setting up `ai/rsc`, define explicit tool boundaries:
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```typescript
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import { createAI, getMutableAIState, streamUI } from "ai/rsc";
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import { z } from "zod";
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export const AI = createAI({
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actions: {
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submitMessage: async (message: string) => {
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"use server";
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return streamUI({
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model: openai("gpt-4-turbo"),
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system: "You are a helpful assistant.",
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prompt: message,
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tools: {
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80
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getWeather: {
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81
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description: "Get the weather for a location",
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82
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parameters: z.object({ city: z.string() }),
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83
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generate: async ({ city }) => {
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yield <WeatherSkeleton city={city} />;
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const temp = await fetchWeatherAPI(city);
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return <WeatherCard city={city} temp={temp} />;
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}
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}
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}
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});
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}
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}
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93
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});
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94
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```
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95
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+
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96
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### B. Structured Output (`streamObject`)
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97
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+
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98
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Use this when you need strict JSON streams for charts, tables, or complex states.
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99
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100
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```typescript
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101
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const result = await streamObject({
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102
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model: openai('gpt-4-turbo'),
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103
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schema: z.object({
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points: z.array(z.object({ x: z.number(), y: z.number() })),
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}),
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106
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prompt: 'Generate a sales forecast chart data',
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});
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// Client consumes via useObject
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```
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110
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111
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## 3. Client-Side State Management
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113
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- Use `useChat` for standard text+tool workflows.
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114
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+
- Use `useUIState` and `useAIState` to manage the UI payload array and the underlying LLM message history separately.
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115
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+
- Always include `id` and `role` in message schemas to prevent key-rendering bugs in React.
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116
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+
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117
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## 4. LLM Traps & Pre-Flight Checks
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118
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119
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- **TRAP:** Sending client components directly over the wire from `generate:`.
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120
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- **FIX:** Server actions can only return Server Components. If returning an interactive widget, wrap it in a client component but yield it from the server.
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121
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+
- **TRAP:** Forgetting to yield intermediate states in slow tools.
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122
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+
- **FIX:** Always `yield <Loading />` before awaiting slow API calls inside a tool's `generate` function.
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123
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+
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124
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## Verification Protocol
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|
125
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+
|
|
126
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+
Before submitting code, ensure:
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127
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+
|
|
128
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+
1. `zod` is used for all tool parameters.
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129
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+
2. Server Actions are properly annotated with `"use server"`.
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130
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+
3. The model supports tool calling (e.g., `gpt-4o`, `claude-3-5-sonnet`).
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131
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+
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|
132
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+
---
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133
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+
|
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134
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## ๐จ Edge-Case & Failure Mode Matrix
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|
135
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+
|
|
136
|
+
| Scenario | Risk | Mitigation Strategy |
|
|
137
|
+
|:---|:---|:---|
|
|
138
|
+
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
|
|
139
|
+
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
|
|
140
|
+
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
|
|
141
|
+
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
|
|
142
|
+
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
|
|
143
|
+
|
|
144
|
+
---
|
|
145
|
+
|
|
146
|
+
## ๐ค LLM-Specific Traps Table
|
|
147
|
+
|
|
148
|
+
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|
|
149
|
+
|:---|:---|:---|
|
|
150
|
+
| **Unchecked Payload Cast** | Casting request bodies to TypeScript types without runtime schema validation | Parse request payloads through Zod/Pydantic schemas before business logic |
|
|
151
|
+
| **Silent Error Swallowing** | Catching errors with empty catch blocks or logging without rethrowing | Propagate structured errors with status codes and contextual stack traces |
|
|
152
|
+
| **Unparameterized Query** | Concatenating user inputs into SQL/Prisma query strings | Always use parameterized bindings or type-safe ORM query builders |
|
|
153
|
+
|
|
154
|
+
---
|
|
155
|
+
|
|
156
|
+
## ๐๏ธ Tribunal Verification & Guardrails
|
|
157
|
+
|
|
158
|
+
**Active Reviewers:** `logic-reviewer` ยท `security-auditor` ยท `api-architect` ยท `resilience-reviewer`
|
|
159
|
+
**Slash Command:** `/review` or `/tribunal-full`
|
|
160
|
+
|
|
161
|
+
### โ
Pre-Flight Self-Audit Checklist
|
|
162
|
+
|
|
163
|
+
```
|
|
164
|
+
โ
Are all inputs and boundary payloads validated against schemas (Zod/Pydantic)?
|
|
165
|
+
โ
Are SQL and database queries parameterized with zero string concatenation?
|
|
166
|
+
โ
Are error boundaries and timeout/retry policies explicitly declared?
|
|
167
|
+
โ
Are authentication checks performed before business logic execution?
|
|
168
|
+
โ
Did I verify that imported dependencies exist in package.json/requirements.txt?
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
### ๐ Verification-Before-Completion (VBC) Protocol
|
|
172
|
+
|
|
173
|
+
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
|
|
174
|
+
- โ **Forbidden:** Declaring a task complete because the output "looks correct."
|
|
175
|
+
- โ
**Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
|