game-code-review
/game-code-review
Przegląda kod i architekturę gier, zwłaszcza Unity C#, reguły i funkcje Firebase, narzędzia JavaScript i TypeScript, systemy rozgrywki, UI, kod asynchroniczny, wstrzykiwanie zależności, testy, gorące ścieżki i backend wrażliwy na bezpieczeństwo.
- Autor
- furkantokkan ↗
- Repozytorium
- agent-foundry ↗
- Licencja
- MIT
- Ostatnia zmiana repozytorium
- 22.10.2026
Ocena i bezpieczeństwo
- Pliki w paczce
- 1
- Skrypty
- 0
- Komentarze HTML
- 0
- Adresy URL w SKILL.md
- 0
Brak sygnałów. Repozytorium zmienione 22.10.2026, bez odwołań do wycofanych modeli i API.
MIT, otwarta: można używać i zmieniać, z zachowaniem informacji o autorze.
Co robi i kiedy
Przegląda kod i architekturę gier, zwłaszcza Unity C#, reguły i funkcje Firebase, narzędzia JavaScript i TypeScript, systemy rozgrywki, UI, kod asynchroniczny, wstrzykiwanie zależności, testy, gorące ścieżki i backend wrażliwy na bezpieczeństwo.
Oryginalny opis (EN)
Use when reviewing game code or architecture, especially Unity C#, Firebase rules/functions, JavaScript/TypeScript tooling, gameplay systems, UI code, async code, dependency injection, tests, performance hot paths, and security-sensitive backend code.
Jak działa
- Phase 1 — Resolve scope and one review point
- Phase 2 — Review four independent axes
- Phase 3 — Verdict and lifecycle handoff
Podgląd SKILL.md
--- name: game-code-review model: inherit description: Use when reviewing game code or architecture, especially Unity C#, Firebase rules/functions, JavaScript/TypeScript tooling, gameplay systems, UI code, async code, dependency injection, tests, performance hot paths, and security-sensitive backend code. --- # Game Code Review This workflow is read-only: do not edit code, tests, assets, packages, settings, reports, lifecycle state, or git state. Add `unity-game-dev`, `firebase-game-backend`, `javascript-game-tools`, or `clean-oop-architecture` as read-only domain context when relevant. ## Phase 1 — Resolve scope and one review point Read repository instructions, nearest path-scoped rules, the requested files/diff, mapped task acceptance and defect ledger, relevant ADRs/design docs, and affected tests. If no concrete scope is supplied, review the current user-provided changeset; do not silently expand to the entire repository. Record one fixed review point: base revision, head/reviewed revision, dirty fingerprint, and exact paths. Findings and evidence claims apply only to that point; later changes make the review stale. When parallel read-only sub-agents materially help, give them disjoint review axes against the same fixed point and merge findings only after all return. Never let a review agent edit or review a moving diff. For Unity code, verify `Assets/**`, `Packages/**`, `ProjectSettings/**`, asmdef, and EditMode/PlayMode boundaries as applicable. Existing ServiceLocator/Onity composition and repository naming are canonical unless a stricter local rule exists. Do not introduce a competing DI/reactive/event stack through review advice. ## Phase 2 — Review four independent axes A pass on one axis does not substitute for another: 1. **Contract/spec compliance** — acceptance, preserved behavior, non-goals, ownership, current defect IDs, and declared evidence. 2. **Project standards/architecture** — repository rules, boundaries, naming, dependency direction, API contracts, and security policy. 3. **Unity integration and runtime risk** — serialization, lifecycle, async cancellation, hot-path allocations, DI/package ownership, Editor/runtime seams, and serialized-asset single-writer containment. 4. **Verification and regression evidence** — focused tests, original repro, NUnit/build artifacts, revision freshness, negative cases, and required manual/real-scene/device/profiler checks. Return findings first, ordered by severity. Prioritize concrete bugs, security, regressions, missing evidence, maintainability, and performance hot paths. For Firebase also check auth/App Check/rules/stable error codes/idempotency. For JavaScript/TypeScript check validation, secrets, external-data types, and observable failure-path tests. Every actionable finding must cite an exact file and line when available, explain the concrete failure/risk, and state the smallest safe correction. Distinguish test source from executed NUnit XML; absence of execution evidence is not a passing test. Do not invent findings to fill a template. ## Phase 3 — Verdict and lifecycle handoff Use `NEEDS CHANGES` for blocking correctness/security/regression issues, `CONCERNS` for non-blocking risks, and `APPROVED` only when no actionable findings remain. If scope or context is missing, return `BLOCKED`. The reviewer never applies a fix. Route concrete fixes to the owning implementer/bugfixer, then independent verification, and review the resulting fixed revision again. When a finding belongs to a tracked task's acceptance, preserved behavior, or task-caused regression, hand off its task ID, atomic observation, repro, line evidence, and reviewed revision to `$task-bug <ID> "<feedback>"`. Do not file a second task or standalone QA bug. `task-bug` dispatches and `task-cycle` alone owns linked records, defect dedupe, and lifecycle state. Only a genuinely separate player-facing outcome uses `NEW_TASK_REQUIRED`. Report findings, open questions, summary, commands/evidence actually inspected, and residual risk. If no finding exists, state that clearly without upgrading missing runtime evidence to a pass.
Wersje
W bazie nie ma innych skilli o nazwie game-code-review.
Migawka bazy z 28.10.2026 · wersja paczki cfa11adf49d4 (skrót SHA-256 całej paczki)
Zgłoś problem z tym skillem: szkodliwa treść, błędny opis albo prośba autora o usunięcie.
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