# How to Run Security Audits for Multiplayer Networking in Claude Code Game Studios

> Secure your multiplayer games by running a security audit with the Security-Audit skill. Detect server authority violations and insecure RPCs in Godot, Unity, or Unreal.

- Repository: [Donchitos/Claude-Code-Game-Studios](https://github.com/Donchitos/Claude-Code-Game-Studios)
- Tags: how-to-guide
- Published: 2026-04-16

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**Run a comprehensive security audit for multiplayer networking by invoking the Security‑Audit skill in `network` mode, which spawns a security‑engineer sub‑agent to scan for server‑authority violations, unvalidated packet handling, and insecure RPC implementations across Godot, Unity, or Unreal codebases.**

The Claude‑Code‑Game‑Studios framework provides a structured, automated pipeline for auditing multiplayer networking code. By leveraging the **Security‑Audit** skill defined in [`.claude/skills/security-audit/SKILL.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/skills/security-audit/SKILL.md) alongside the **Network‑Programmer** specialist, development teams can systematically identify high‑risk vulnerabilities before production deployment.

## Prerequisites and Scope Definition

Before initiating the audit, you must understand the available audit modes and how the framework tailors checks to your specific engine and language.

### Understanding the Security-Audit Skill

The Security‑Audit skill is located at [`.claude/skills/security-audit/SKILL.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/skills/security-audit/SKILL.md) and defines a repeatable workflow for analyzing codebases. According to the source documentation, this skill supports multiple audit modes, with the *network* mode specifically targeting multiplayer networking vulnerabilities.

### Selecting Network Mode

To audit multiplayer components exclusively, you invoke the skill with the `network` parameter. This scope selection restricts the analysis to Category 2 checks (Network and Multiplayer Security), ensuring the security‑engineer focuses on transport layer implementations, RPC handlers, and peer management rather than general code quality or single‑player logic.

## Executing the Multiplayer Security Audit

The audit follows a three‑phase pipeline: context gathering, specialized agent spawning, and targeted code analysis.

### Phase 1: Context Gathering from Technical Preferences

The skill automatically reads [`.claude/docs/technical-preferences.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/docs/technical-preferences.md) to determine your selected game engine (Godot, Unity, or Unreal) and implementation language. This context dictates which networking APIs the audit targets:

- **Godot**: `multiplayer_peer` assignments and signal connections
- **Unity**: `NetworkManager` configurations and Netcode for GameObjects RPCs
- **Unreal**: Replication graphs and RPC security patterns

This engine detection ensures the subsequent grep patterns and validation rules match your specific networking stack.

### Phase 2: Spawn the Security Engineer

The audit spawns a **security‑engineer** sub‑agent via a Task call, as defined in Phase 2 of the skill documentation. The agent receives:
- The `network` mode flag
- A manifest of source directories (`src/`, `assets/`, configuration files)
- Engine‑specific context from the technical preferences document

This sub‑agent coordinates with the **Network‑Programmer** specialist ([`.claude/agents/network-programmer.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/agents/network-programmer.md)) to apply domain‑specific security knowledge to your netcode.

### Category 2: Network-Specific Code Analysis

In Category 2, the security‑engineer performs automated static analysis using targeted grep patterns across your source tree:

```bash
rg -tpy "recv|receive|PacketPeer|NetworkedMultiplayerPeer|rpc|rpc_id" src/

```

The scan validates:

1. **Server‑Authoritative Architecture** – Verifying that critical game state mutations originate from server authority rather than client assertions
2. **Input Validation** – Checking that inbound packets undergo validation before processing
3. **Rate‑Limiting** – Identifying missing throttling mechanisms on chat, movement, or action RPCs
4. **Authentication Handling** – Detecting plaintext token transmission or improper session management
5. **Debug Endpoint Exposure** – Flagging development‑only network endpoints that remain accessible in production builds

## Engine-Specific Validation Guidelines

The audit cross‑references your implementation against engine‑specific security best practices documented in the framework's reference materials.

### Godot Multiplayer Peer Validation

For Godot projects, the audit checks [`docs/engine-reference/godot/modules/networking.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/docs/engine-reference/godot/modules/networking.md) to verify:
- Proper `multiplayer_peer` assignment before scene replication begins
- Secure signal connections to `peer_connected` and `peer_disconnected` events
- Validation of remote calls via `rpc` and `rpc_id` before execution

### Unity Netcode for GameObjects

When Unity is detected, the audit validates against [`docs/engine-reference/unity/modules/networking.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/docs/engine-reference/unity/modules/networking.md):
- Correct `NetworkManager` singleton configuration
- Server‑authority enforcement on `NetworkBehaviour` scripts
- Secure RPC declarations using `[ServerRpc]` and `[ClientRpc]` attributes with proper permission checks

### Unreal Engine Replication Security

For Unreal projects, the audit integrates with the UE Replication Specialist ([`.claude/agents/ue-replication-specialist.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/agents/ue-replication-specialist.md)) to verify:
- Replication conditions using `DOREPLIFETIME` and `DOREPLIFETIME_CONDITION`
- RPC reliability settings and `UFUNCTION(Server, Reliable)` security boundaries
- Client‑side prediction validation to prevent desync exploits

## Interpreting Audit Results

Upon completion, the security‑engineer generates a markdown report at `production/security/security-audit-[date].md`. The report structure includes severity ratings and remediation guidance:

```markdown

## Network and Multiplayer Security

| Severity | Finding                                    | Recommendation |
|----------|--------------------------------------------|----------------|
| CRITICAL | Server does not enforce authority on client‑submitted positions. | Implement server‑side validation and authoritative movement. |
| HIGH     | Lack of rate‑limiting on chat messages.    | Add token bucket or leaky‑bucket throttling. |
| MEDIUM   | Authentication token sent in plaintext over UDP. | Switch to TLS‑wrapped `NetworkedMultiplayerPeer` or use encrypted payloads. |

```

**CRITICAL** flags automatically trigger escalation protocols for any high‑severity multiplayer findings that could enable cheating, denial‑of‑service, or unauthorized access.

## Pre-Launch Verification

After remediation, verify completion using the Launch‑Checklist skill ([`.claude/skills/launch-checklist/SKILL.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/skills/launch-checklist/SKILL.md)). This skill confirms networking‑specific items such as:
- Anti‑cheat measures active
- Network bandwidth within target thresholds
- Server‑authority validation implemented for all player inputs

## Summary

- The Security‑Audit skill in `network` mode provides automated, engine‑aware multiplayer security analysis for the Claude‑Code‑Game‑Studios framework.
- The audit reads [`.claude/docs/technical-preferences.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/docs/technical-preferences.md) to tailor checks for Godot, Unity, or Unreal networking APIs.
- A security‑engineer sub‑agent scans for server‑authority violations, packet validation gaps, and insecure RPC patterns using targeted grep searches.
- Output reports are written to `production/security/security-audit-[date].md` with **CRITICAL** flags for high‑risk vulnerabilities.
- The Launch‑Checklist skill provides final verification that multiplayer security standards are met before release.

## Frequently Asked Questions

### How do I initiate a multiplayer security audit from the command line?

Invoke the Security‑Audit skill with the `network` mode parameter to restrict analysis to multiplayer components. The skill automatically spawns the security‑engineer sub‑agent and begins scanning your `src/` and `assets/` directories for networking vulnerabilities.

### What engine-specific networking APIs does the audit check?

The audit validates Godot's `multiplayer_peer` and RPC signal patterns, Unity's `NetworkManager` and Netcode for GameObjects RPC configurations, and Unreal's replication conditions and server RPC boundaries. The specific checks are determined by reading your [`.claude/docs/technical-preferences.md`](https://github.com/Donchitos/Claude-Code-Game-Studios/blob/main/.claude/docs/technical-preferences.md) configuration file.

### Where are the security audit reports saved?

Audit reports are generated as markdown files at `production/security/security-audit-[date].md`. These reports include severity ratings, specific code locations, and remediation recommendations, with **CRITICAL** flags highlighting vulnerabilities that must be resolved before production deployment.

### Which grep patterns identify multiplayer security issues in the source code?

The security‑engineer searches for transport and RPC functions including `recv`, `receive`, `PacketPeer`, `NetworkedMultiplayerPeer`, `rpc`, and `rpc_id` to locate network entry points that require validation, rate‑limiting, and authority checks.