Agent skill

Mas Game Sign

by AUTO-MAS-Project in AUTO-MAS-Project/AUTO-MAS

Add, refactor, or review AUTO-MAS game community sign-in (game sign) code, including the provider registry in app/tools/gamesign.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential…

AGPL-3.0Auto-check passed

Install Mas Game Sign

skills CLI
$ npx skills add AUTO-MAS-Project/AUTO-MAS --skill mas-game-sign -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install AUTO-MAS-Project/AUTO-MAS mas-game-sign --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/AUTO-MAS-Project/AUTO-MAS.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/mas-game-sign .claude/skills/mas-game-sign && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
mas-game-sign
GitHub stars
711
Token cost
~2.4k tokens
SKILL.md length
453 words
Files
2
Skills in repo
15
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Add, refactor, or review AUTO-MAS game community sign-in (game sign) code, including the provider registry in app/tools/gamesign.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential…

  • Works in 3 steps: 平台适配层(app/tools/.py):单个社区的登录、角色发现、签到请求、风控… → 编排层(app/tools/game_sign.py):账号遍历、平台注册表、并发… → 消费层(app/tools/game_sign_notify.py、game_si…
  • Result and notification contracts
  • SKILL.md covers 核心要义, 当前架构, 新增一个签到平台 and 凭据与安全, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Mas Game Sign is an agent skill from AUTO-MAS-Project/AUTO-MAS. Add, refactor, or review AUTO-MAS game community sign-in (game sign) code, including the provider registry in app/tools/gamesign.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential encryption and one-time login routes, sign-in locks and trigger paths, result and notification contracts, the GameSign account-group config, and the frontend gamesign views.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

The repository describes itself as: 多脚本多配置统一管理与自动化工具 | 轻松管理大量脚本并存储多个用户配置、设计自动化任务流、监看脚本日志,大幅提高自动化代理效率与稳定性!. The licence is AGPL-3.0.

When your agent uses it

  • Result and notification contracts
  • The GameSign account-group config
  • The frontend gamesign views

Example prompts

  • “/mas-game-sign”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. 平台适配层(app/tools/.py):单个社区的登录、角色发现、签到请求、风控退避。上游 API 知识来自被致谢的第三方项目,文件头的 AGPL/致谢声明必须保留。
  2. 编排层(app/tools/game_sign.py):账号遍历、平台注册表、并发、锁、日期标记、凭据回写、结果归一。
  3. 消费层(app/tools/game_sign_notify.py、game_sign_result.py、API、前端):结果展示与通知。

What it can do on your machine

Read from SKILL.md and the folder at commit 699de5a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Mas Game Sign loads about 2.4k tokens when it runs. Until then it costs about 96 tokens; SKILL.md has 453 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~96
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from AUTO-MAS-Project/AUTO-MAS at commit 699de5a, republished under its AGPL-3.0 licence (© AUTO-MAS-Project). 453 words, ~2,383 tokens.

Download SKILL.mdSave it as .claude/skills/mas-game-sign/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
mas-game-sign
description
Add, refactor, or review AUTO-MAS game community sign-in (game sign) code, including the provider registry in app/tools/game_sign.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential encryption and one-time login routes, sign-in locks and trigger paths, result and notification contracts, the GameSign account-group config, and the frontend gamesign views.

游戏社区签到

核心要义

签到是凭据驱动的批量外部请求,不是脚本适配。它的风险集中在三处:用户凭据、上游风控、重复触发。改动时先确认属于哪一层:

  1. 平台适配层(app/tools/<platform>.py):单个社区的登录、角色发现、签到请求、风控退避。上游 API 知识来自被致谢的第三方项目,文件头的 AGPL/致谢声明必须保留。
  2. 编排层(app/tools/game_sign.py):账号遍历、平台注册表、并发、锁、日期标记、凭据回写、结果归一。
  3. 消费层(app/tools/game_sign_notify.py、game_sign_result.py、API、前端):结果展示与通知。

新增或修改平台时,只应动第 1 层加注册表一行。若发现必须改编排层才能容纳新平台,先停下来确认是不是抽象放错了位置。

当前架构

平台注册表是唯一入口

app/tools/game_sign.py 的 _GAME_SIGN_PROVIDERS 是不可变元组,每项 _GameSignProvider(frozen=True) 声明五件事:

字段含义
token_fieldGameSignAccountGroup 上的凭据字段名,同时是「该平台是否已配置」的判据
log_name日志与错误文案中的平台名
runnerasync (token, account_name, account_uid) -> _ProviderRun
resolve_platforms由凭据推导本次涉及的平台名元组
error_game平台名 → 失败结果里的 game 字段

当前四项:SklandToken/森空岛、MiyousheToken/米游社、KuroToken/库街区、TaygedoToken/塔吉多。

GAME_SIGN_TOKEN_FIELDS 由注册表派生,has_game_sign_credentials() 又由它派生。不要另写一份平台或字段清单:调度台跳过账号、前端判空、通知分组都应回到注册表。

只有塔吉多使用动态 resolve_platforms(_resolve_taygedo_platforms):一份凭据可能同时覆盖塔吉多与云异环两个平台名。其余三家用 _fixed_platforms(...) 返回单元素元组。新增「一份凭据对多平台」的社区时照塔吉多写,不要在 runner 里硬编码平台名。

后端文件职责
文件职责
app/tools/game_sign.py注册表、锁、编排、结果归一、format_sign_results / merge_sign_results
app/tools/skland.py森空岛:凭据校验、角色发现、签到、账号密码登录;绑定列表与玩家整表数据(player/info)的公共拉取(fetch_skland_bindings / fetch_skland_player_info),供签到与养成练度源共用
app/tools/skland_response.py森空岛响应形状判定(如 is_skland_already_signed),与请求逻辑分离
app/tools/miyoushe.py米游社:DS 签名、多游戏签到
app/tools/miyoushe_qr.py米游社扫码登录状态机
app/tools/kuro.py库街区
app/tools/taygedo.py塔吉多 + 云异环:账号密码登录、Token 刷新、凭据序列化
app/tools/game_sign_result.py结果构建辅助(SKLAND_GAME_MAPPING、build_skland_sign_results)
app/tools/game_sign_notify.py通知文案格式化、平台排序、任务摘要挂载、多渠道推送与重试
app/api/tools.py手动签到、账号组 CRUD、塔吉多/森空岛一次性登录
app/api/qr_login.py米游社扫码登录三步路由
app/core/timer.py自动签到触发、任务前置签到、全局日期标记

app/tools/__init__.py 的 __all__ 只有四项:run_all_sign_in、format_sign_results、login_skland_with_password、skland_sign_in。其余符号按需从具体模块导入,且多数调用点使用函数内延迟导入以避免启动期循环依赖;沿用这个写法,不要为了「统一出口」把签到模块提到包顶层导入。

前端表面
位置内容
frontend/src/views/gamesign/index.vue页面容器
frontend/src/views/gamesign/TabGameSign.vue账号组列表、凭据录入、扫码弹窗、结果展示
frontend/src/views/gamesign/useGameSignApi.ts仅包装生成的 Service.*,无业务判断

useGameSignApi.ts 是薄封装:每个方法一行转发到 @/api 的生成客户端。新增路由时在此加一行并从返回对象导出,不要在此写状态、缓存或错误吞掉逻辑。

新增一个签到平台

按此顺序,每步都能独立自查:

  1. 写平台适配模块 app/tools/<platform>.py。对外只暴露一个「跑一次签到」的入口与必要的凭据解析/校验函数。若参考了第三方项目的接口知识,按现有模块的写法在文件头加致谢与许可声明。
  2. 加凭据字段:在 app/models/config.py 的 GameSignAccountGroup 增加 <Name>Token,section 固定为 "GameSignAccount",validator 必须是 EncryptValidator(),并在字段上方写 ## GameSignAccount - <说明> (DPAPI 加密) 注释。
  3. 加 schema 字段:app/models/schema.py 的 GameSignAccountGroupConfig 增加同名可选字段。这是 API 出入口,字段名与配置项保持一致。
  4. 写 provider runner:在 game_sign.py 加 _run_<platform>_provider(),返回 _ProviderRun(results=..., platforms=..., credential_updates=...)。
  5. 注册:在 _GAME_SIGN_PROVIDERS 追加一项。GAME_SIGN_TOKEN_FIELDS、has_game_sign_credentials()、并发执行、凭据回写、日期标记全部自动生效。
  6. 通知排序:在 game_sign_notify.py 的 _PLATFORM_ORDER 追加平台名。缺失时该平台会落到排序尾部而不是报错,容易漏掉。
  7. 重新生成 OpenAPI 客户端,再在 TabGameSign.vue 加录入入口。禁止手改 frontend/src/api/**。

凭据与安全

签到是本仓少数直接持有用户账号密码的路径,规则从严:

  1. 所有凭据字段用 EncryptValidator()(DPAPI 加密落盘)。新增凭据字段没有例外。
  2. 一次性登录请求的密码字段用 SecretStr,用 .get_secret_value() 取值,不落盘、不进日志。
  3. 登录路由的 except Exception 分支禁止 exc_info / logger.exception / 回显上游响应,只返回固定文案。参见 login_taygedo / login_skland 的注释:避免密码、请求对象或上游响应进入日志。
  4. ValueError 才允许把消息带给用户(凭据不完整、格式错误等可预期原因);其他异常统一返回泛化文案。
  5. 登录成功后必须校验凭据完整性再落盘(塔吉多校验 accessToken/refreshToken/uid,森空岛校验 oauthToken/token/cred),缺字段视为登录失败。
  6. 凭据刷新走 _ProviderRun.credential_updates:编排层在并发完成后统一比对新旧值并写回,值未变则跳过。不要在 runner 内部直接写 account.set()。
  7. 读取凭据统一用 _read_game_sign_token():它容忍旧账号对象缺少新增字段(AttributeError / KeyError 均返回空串)。直接 account.get(...) 会在旧配置上炸。

并发与重复触发

两把锁,语义不同,不要合并:

锁覆盖范围违反时
_game_sign_flow_lock(game_sign_flow() 上下文管理器)签到请求 加 结果落盘。通知在锁外发送。直接抛 GameSignInProgressError,不排队等待
_game_sign_lock(run_all_sign_in 内部)全局签到执行,配合 _game_sign_lock_owner ContextVar 支持同任务嵌套重入同上

两把锁都是快速失败而非等待:if lock.locked(): raise。API 层把 GameSignInProgressError 映射为 code=409;timer 层降级为 logger.info 后跳过本次触发。新增触发入口时必须选一种处理,不要静默 await 到锁释放。

森空岛另有模块级 _skland_sign_lock(公共别名 skland_sign_lock,skland.py):签到全流程与养成练度源(app/task/MAA/tools/cultivate/skland.py)共用,互斥签名 token 的两个独立轮换写者。练度源的凭据回写走注入的 save_credential 回调(core/config.py),不进 _ProviderRun.credential_updates——它不是注册表 runner;改这两条链路时必须保住这把互斥锁,否则会把对方刚回写的 token 作废(community_sign.py 收尾回写前重读存量、发现已被轮换即跳过,也是防同一件事)。

通知必须在流程锁外发送。慢渠道会阻塞后续操作,这是锁边界画在落盘之后的原因。

日期标记有两层,不要混用:

  • 账号级 GameSignAccount.LastSignDate:_run_all_sign_in 内按账号写。自动模式(force=False)即使失败也标记当天,避免后续 MAS 任务反复请求上游;手动模式(force=True)仅在该账号所有已配置平台完成后才标记。
  • 全局 GameSign.LastSignDate:由调用方在所有启用且有凭据的账号都完成后才写。

多账号串行签到可能跨越 0 点,写入时重新取当前日期而不是复用循环开始时的 today。改这段逻辑要保留这个行为。

Show full SKILL.md (193 more words)Show less

结果契约

编排层的 results 是 list[dict],键固定:

text
account       账号名,失败结果为 "账号名/平台名"
account_uid   账号组 UUID 字符串,由编排层统一覆盖
game          游戏名
platform      平台名
status        "成功" / "已签到" / "失败"
reward        奖励文案
reason        失败原因

两个内部标记:

  • _notification_only:占位结果(如「未获取到可签到角色」),进通知但被 format_sign_results 过滤,不进前端列表。
  • _completed:完成态旁路标记,参与「是否全部完成」判定。

成功判据在三处重复出现(_all_enabled_platforms_signed、manual_game_sign、game_sign_notify._SUCCESS_STATUSES):status in ("成功", "已签到") or _completed。改成功语义时必须同步这三处。

_decorate_provider_run() 负责归一:补 account 与 account_uid、为没有结果的平台补占位。runner 返回的结果不必自己填 account_uid。

format_sign_results() 输出 {platform: [{account_alias, account_uid, games: [...]}]};merge_sign_results() 按 account_uid 替换受影响账号,避免旧成功状态遮蔽新失败结果(replace 参数已退化为兼容占位,两条路径行为相同)。

日志分级约定

_is_expected_provider_exception() 是唯一的分级依据,_run_provider() 据此选择 logger.warning 还是 logger.exception:

  • 可预期(warning + 带消息给用户):ValueError、httpx.HTTPError、TimeoutError、ConnectionError;以及消息中含 token/cookie/凭据/登录/风控/请求/接口/网络/offline/timeout/timed out 的 RuntimeError。
  • 非预期(exception + 只给用户泛化文案):其余全部。

凭据失效和上游风控是正常运行状态,不应刷栈。新增平台若抛自定义异常,让它继承 ValueError 或在消息里带上述关键词,不要扩大 _is_expected_provider_exception 的类型白名单来将就实现。

触发路径

入口特点
POST /api/tools/sign(manual_game_sign)force=True;通知走 _dispatch_community_notification,asyncio.shield + 1.1s(NOTIFICATION_FAST_PATH_WAIT_SECONDS)超时后转后台,不阻塞响应;渠道级失败另有系统提示兜底
timer._execute_game_sign(source=...)force=False;source 在 _TASK_GAME_SIGN_SOURCES 内时结果交由任务完成通知消费,其余自动来源单独推送
timer.try_game_sign_for_taskMAS 任务前置签到

GameSign.NotifyEnabled 是通知总开关,两条路径都要检查。后台通知任务必须持有强引用(_PENDING_COMMUNITY_NOTIFICATIONS)并挂 add_done_callback,否则任务可能被 GC;渠道级失败由 push_community_notification 另发一条系统提示(Config.push_system_notice),不只写日志。

check_community_system_time() 只告警不阻断,且不占签到锁(在 run_community_sign_in 里以独立 task 起、finally 里取消)。时间源不可用时静默 debug。被取消的那一次不写检查缓存(只在跑完后打点),否则接下来一个检查周期都会命中缓存、偏差提示不再出现。不要把它改成阻断条件。

已知不一致(改动时留意,不要照抄)

  1. app/api/qr_login.py 把 QrCreateOut / QrCheckIn / QrCheckOut / QrSaveIn 定义在路由文件内,其余签到 schema 都在 app/models/schema.py。新增签到 schema 放 schema.py。
  2. 路由 tag 不统一:tools.py 的账号组路由用 tags=["GameSign"],手动签到用 tags=["Action"],qr_login.py 用中文 tags=["扫码登录"]。沿用所在文件的既有 tag,不要顺手改动已生成客户端的方法名。
  3. qr_login.py 的 QrSaveIn 用 snake_case(account_uid),tools.py 的账号组请求用 camelCase(accountId)。这是既有契约,改名会破坏生成客户端。
  4. GameSign_WindowStart / WindowEnd / ScheduledRun / ScheduledTime 是保留读取历史配置的旧字段,不参与调度。不要据此推断当前调度行为。

审查清单

  • 新平台只改了适配模块 + 注册表一项,未在编排层加平台分支
  • 凭据字段使用 EncryptValidator(),schema 侧同名字段已加
  • 一次性登录密码用 SecretStr,异常分支未记录堆栈或上游响应
  • 登录成功后校验了凭据完整性才落盘
  • 凭据刷新经 credential_updates 回写,runner 内未直接写配置
  • 读凭据走 _read_game_sign_token(),兼容缺字段的旧账号
  • 新增触发入口显式处理 GameSignInProgressError(409 或跳过),未静默等待锁
  • 通知在流程锁外发送,后台通知任务持有强引用
  • 成功判据三处(_all_enabled_platforms_signed、manual_game_sign、_SUCCESS_STATUSES)保持一致
  • 账号级与全局 LastSignDate 语义未混用;跨 0 点重取日期的行为保留
  • 新平台已加入 _PLATFORM_ORDER
  • 可预期失败走 warning,未因新异常类型扩大白名单
  • _notification_only 结果未进前端列表
  • 未手改 frontend/src/api/**;后端 schema 变更后已提示重新生成

最小验证

按 tests/AGENTS.md,开发时在 tests/tools/ 下编写签到测试用于本地验证(test_game_sign.py、test_game_sign_notification.py、test_miyoushe_qr.py、test_miyoushe_retry.py、test_contracts.py 等)。

提交或提 PR 时,测试文件的取舍见根目录 AGENTS.md「分支与 PR」。

前端改动只运行实际受影响的 *.test.ts。有缺口就在结果里说明,不编造验证结果。

避免

  1. 不要为签到引入通用「平台配置引擎」或字段元数据表。四个平台的差异在请求协议,不在字段形状。
  2. 不要在 useGameSignApi.ts 里写业务判断或错误吞掉逻辑。
  3. 不要把 _check_system_time() 变成阻断条件,也不要让它占用签到锁。
  4. 不要在编排层按平台名写 if。需要平台差异时加 provider 字段。
  5. 不要新增第二份平台清单或凭据字段清单。
  6. 不要把凭据、密码或上游原始响应写进日志或 API 错误消息。

© AUTO-MAS-Project, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .agents/skills/mas-game-sign of AUTO-MAS-Project/AUTO-MAS.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 699de5a

Compare with similar skills

Mas Game Sign next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Mas Game Sign compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Mas Game Sign this skillAUTO-MAS-Project/AUTO-MAS711—~2.4kAutomated safety check: PassAGPL-3.0
Refactorgithub/awesome-copilot40k6 repos~4.2kAutomated safety check: PassMIT
Component Refactoringlangflow-ai/langflow155k—~3.5kAutomated safety check: PassMIT
Openclaw Refactor Docsopenclaw/openclaw392k—~1.9kAutomated safety check: PassMIT
Code Refactoring Workflowluongnv89/claude-howto42k—~3.1kAutomated safety check: PassMIT
Refactoring Skill (Vietnamese)luongnv89/claude-howto42k—~3.1kAutomated safety check: PassMIT

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All 15 skills in this repo
  • Mas Schema Naming

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Questions about Mas Game Sign

What does Mas Game Sign do?

Add, refactor, or review AUTO-MAS game community sign-in (game sign) code, including the provider registry in app/tools/gamesign.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential…. Mas Game Sign is an agent skill from AUTO-MAS-Project/AUTO-MAS.py, platform adapters for Skland/Miyoushe/Kuro/Taygedo, credential encryption and one-time login routes, sign-in locks and trigger paths, result and notification contracts, the GameSign account-group config, and the frontend gamesign views.

When should I use Mas Game Sign?

Mas Game Sign fits situations like: result and notification contracts; the GameSign account-group config; the frontend gamesign views.

How do I install Mas Game Sign in Claude Code?

Run `npx skills add AUTO-MAS-Project/AUTO-MAS --skill mas-game-sign -a claude-code`. Or copy the skill folder (.agents/skills/mas-game-sign in AUTO-MAS-Project/AUTO-MAS) into .claude/skills/mas-game-sign in your project. Claude Code loads it when a task matches its description.

How do I install Mas Game Sign in Codex?

Run `npx skills add AUTO-MAS-Project/AUTO-MAS --skill mas-game-sign -a codex`. Or copy the skill folder (.agents/skills/mas-game-sign in AUTO-MAS-Project/AUTO-MAS) into .agents/skills/mas-game-sign in your project. Codex loads it when a task matches its description.

Can I use Mas Game Sign in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add AUTO-MAS-Project/AUTO-MAS --skill mas-game-sign -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mas-game-sign, .gemini/skills/mas-game-sign, .github/skills/mas-game-sign and .opencode/skills/mas-game-sign in your project.

What does Mas Game Sign need to run?

SKILL.md names no scripts, command-line tools or credentials: Mas Game Sign is instructions for the agent only.

Does Mas Game Sign access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Mas Game Sign safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Mas Game Sign use?

Mas Game Sign is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Mas Game Sign use?

About 2.4k tokens (SKILL.md is roughly 9.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Mas Game Sign?

Skills that share tags, products or a category with Mas Game Sign: Refactor (github/awesome-copilot, 40k stars), Component Refactoring (langflow-ai/langflow, 155k stars), Openclaw Refactor Docs (openclaw/openclaw, 392k stars) and Code Refactoring Workflow (luongnv89/claude-howto, 42k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mas Game Sign?

AUTO-MAS-Project (a GitHub organization) maintains it in AUTO-MAS-Project/AUTO-MAS, which has 711 GitHub stars. The repository holds 15 skills in this directory. The repository was last updated on October 10, 2026.

Source: AUTO-MAS-Project/AUTO-MAS on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.