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Found 15 Skills
Best practices for building applications with PowerSync — schema design, client SDK usage, sync configuration, service setup, and debugging.
rsync 文件同步与备份
PowerSync offline-first sync engine on SQLite for React Native - schema definition, watched queries, CRUD operations, backend connectors, sync rules, conflict resolution, attachments
Sync and query CalDAV calendars (iCloud, Google, Fastmail, Nextcloud, etc.) using vdirsyncer + khal. Works on Linux.
Implement backup and recovery strategies. Configure rsync, Restic, and cloud backups. Use when designing data protection solutions.
Use this skill for Dinox sync/同步, refresh/刷新, and freshness. Run PowerSync or diagnose stale cache and timeouts; use auth/config skills for those settings.
Build networked games with Godot 4.x high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
TanStack DB core concepts: createCollection with queryCollectionOptions, electricCollectionOptions, powerSyncCollectionOptions, rxdbCollectionOptions, trailbaseCollectionOptions, localOnlyCollectionOptions. Live queries via query builder (from, where, join, select, groupBy, orderBy, limit). Optimistic mutations with draft proxy (collection.insert, collection.update, collection.delete). createOptimisticAction, createTransaction, createPacedMutations. Entry point for all TanStack DB skills.
Unauthorized access playbook for common exposed services. Use when Redis, Rsync, PHP-FPM, AJP/Ghostcat, Hadoop YARN, H2 Console, or similar management interfaces are exposed without authentication.
Expert guidance for TanStack DB reactive client-side database with collections, live queries, optimistic mutations, and sync engines (ElectricSQL, RxDB, PowerSync). Use when user says "tanstack db", "/tanstack-db", "local-first", "live query", "collection", "optimistic mutation", "electric", "sync engine", or asks about reactive data, offline-first, or real-time sync.
Local-first architecture decision framework for web applications. Covers when to go local-first vs server-based vs hybrid, sync engine selection (ElectricSQL, Zero, PowerSync, Replicache, LiveStore, Triplit), client-side storage options (IndexedDB, OPFS, SQLite WASM, PGlite), and conflict resolution strategies (LWW, CRDTs, server-wins, field-level merge). Use when deciding whether to adopt local-first architecture, choosing a sync engine, selecting client storage, or designing conflict resolution strategies.
Expert blueprint for multiplayer networking (Among Us, Brawlhalla, Terraria) using Godot's high-level API covering RPCs, state synchronization, authoritative servers, client prediction, and lobby systems. Use when building online multiplayer, LAN co-op, or networked games. Keywords multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback.