--- name: blazium-multiplayer-core pack: engine --- # blazium-multiplayer-core Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why Godot ENet/RPC must stay separate from lobby/WebRTC/ENetServer or agents mix stacks. ## What `ENetMultiplayerPeer` `create_server` / `create_client`, `@rpc` annotations, authority, `MultiplayerSpawner` / `MultiplayerSynchronizer`. Vanilla webrtc/websocket peers only as notes. JustAMCP `networking_setup_multiplayer`, `networking_setup_rpc`, `networking_setup_sync`. **Non-goals:** Do not teach LobbyClient, WebRTCEnetSession, or ENetServer here. ## How 1. Inspect project version (4.8.x / 0.8.x). Use APIs that exist on `blazium_4.8`. 2. Prefer JustAMCP tools when the editor MCP is connected. 3. Implement the smallest `blazium_4.8`-safe pattern (peer, then `@rpc`, then spawn/sync). 4. Verify with two instances, Autowork mocked peers, or play-mode MCP — not screenshots alone. Engine / module path: `blazium/modules/multiplayer/ + enet`. ## Reasoning Godot-parity skill, Blazium-pinned, with JustAMCP handoff. Distinct so the router can load one engine surface at a time. ## Sources - Blazium: blazium/modules/multiplayer/ + enet - Docs: https://docs.blazium.app ## Limits Do not invent classes, flags, or CLI verbs. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). Prefer JustAMCP, Autowork, or `blazium-cli` over unverified editor clicks. Grok `code_execution` is not multiplayer evidence. ## Related skills - `blazium-lobby` — adjacent - `blazium-enet-webrtc` — adjacent - `blazium-enet-server` — adjacent - `blazium-services` — adjacent