multiplayer-run-sync

Synchronize multiplayer workout sessions via Durable Objects and WebSockets.

1|Updated Jan 27, 2026
One-click install
npx skills add https://github.com/jdconley/wodbrains --skill multiplayer-run-sync
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: multiplayer-run-sync
Source: https://github.com/jdconley/wodbrains/tree/main/.cursor/skills/multiplayer-run-sync
Command: npx skills add https://github.com/jdconley/wodbrains --skill multiplayer-run-sync

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill addresses the complexity of synchronizing real-time workout states between a leader and multiple participants in a shared session, ensuring a consistent and engaging experience for all users.

Core Features & Use Cases

  • Real-time Synchronization: Maintains a consistent view of workout progress, including timers, rep counts, and presence, across all connected devices.
  • Leader/Participant Model: Clearly defines roles, with the leader controlling the authoritative state and participants viewing and optionally tracking their own reps.
  • Monotonic Clock & Fixed Timestep: Utilizes a reliable, non-wall-clock-based timing system for deterministic simulation and smooth rendering.
  • Use Case: A fitness app leader starts a group workout. All participants see the same countdown, start/stop commands, and elapsed time, even with varying network conditions.

Quick Start

Use the multiplayer-run-sync skill to understand the leader/participant model for shared WOD Brains timer runs.

Frequently Asked Questions about multiplayer-run-sync

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I synchronize real-time workout state across multiple devices?

Real-time workout state synchronization across multiple devices uses Durable Objects and WebSockets to broadcast timers and rep counts, maintaining a consistent view of progress for all connected participants.

What is a monotonic fixed-timestep clock for real-time simulation?

A monotonic fixed-timestep clock for real-time simulation provides deterministic state updates independent of system wall-clock time, ensuring smooth UI rendering and consistent workout progress tracking despite varying network conditions.

How does a leader and participant model work for shared workout sessions?

In a leader and participant model for shared workout sessions, the leader controls the authoritative workout state, while participants view the synchronized timer and optionally track their own rep counts via WebSocket connections.

Can I use Durable Objects and WebSockets to broadcast group workout events?

Yes, you can use Durable Objects and WebSockets to broadcast group workout events. This architecture handles presence tracking and event broadcasting, allowing participants to receive real-time start and stop commands.

Why does workout desynchronization happen with varying network conditions?

Workout desynchronization happens with varying network conditions when relying on wall-clock time, which is why a monotonic fixed-timestep simulation clock is required to enforce deterministic state updates and maintain consistency.