coop-sessionlisted
Install: claude install-skill Firzus/agent-skills
# Co-op Session
Build the drop-in co-op layer (2–4 players) of an open-world action
RPG — the Genshin lobby model: guests visit the **host's world**,
content rules make griefing structurally impossible, and the session
ends gracefully when the host leaves. Architecture level (authority,
prediction, relevance) — no low-level netcode. The hub also maps the
**wider netcode landscape** (lockstep, rollback, FPS lag-comp, MMO
scale, matchmaking) and the **co-op design craft** so you can pick the
model that fits your genre, not just copy Genshin. Primary evidence: the
Grasscutter server reimplementation + the verified co-op rules already
sourced across this skill family.
## The architecture rule
**The host's world is a server instance, authority is a per-category
dial, and the content matrix is data.**
```
SESSION (the host's-world model)
the "host's world" = a SERVER-SIDE world instance the host owns —
never the host's machine (no host advantage, no NAT, no exposed
IPs; host disconnect = the instance closes)
guests' own worlds DON'T EXIST while visiting (instance destroyed/
suspended; their state untouched)
join = the same EnterScene handshake as solo with a TeamJoin
reason; the host's world flips to MP mode; guest spawns at host
leave = graceful re-creation of the guest's own instance
host leaves = warn -> complete -> close: everyone ejected to
their own worlds; claimed rewards survive (server-side)
NO host migration — acceptable because returning home is