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Init Gamebin

ASecurity

Initialize this repository's disposable local game binaries and per-binary BinSync auto-recovery sidecars for an exact GAMEVER from download.yaml or its latest entry. Use only when explicitly asked to initialize gamebin/bin state for a CS2 game version.

3 stars
0 votes
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Added 9/27/2026
developmentpythonrustshellgitapidatabase

Works with

api

Security Analysis

A100/100

Scanned 9/27/2026

Install to Claude Code

$npx -y skills add mrc4tt/CS2_VibeSignatures --skill init-gamebin --agent claude-code

Installs into .claude/skills of the current project.

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Files
SKILL.md
---
name: init-gamebin
description: Initialize this repository's disposable local game binaries and per-binary BinSync auto-recovery sidecars for an exact GAMEVER from download.yaml or its latest entry. Use only when explicitly asked to initialize gamebin/bin state for a CS2 game version.
disable-model-invocation: true
---

# Initialize Game Binaries

Use the repository-root script as the only entry point for downloading, merging, depot fallback, and BinSync recovery setup.
Never overwrite an existing binary, substitute an unlisted version, or continue after a failed step. This skill handles
only disposable binary/IDA state: never restore snapshot YAML into `bin/` or hydrate tracked `bin_artifacts`. Source-owned
symbol truth is already versioned under `bin_artifacts/<GAMEVER>/`.

## Select GAMEVER

1. Extract an exact `GAMEVER` from the user's request. Resolve `latest` only when the user explicitly requests latest.
2. If the user did not specify a version, run:

   ```powershell
   uv run init_gamebin.py versions
   ```

   Tell the user which entry is latest and ask: `Which GAMEVER do you want to initialize?`
   Wait for an explicit version before continuing.
3. Reject values absent from `download.yaml`; do not guess or silently use latest.

## Decide BinSync

BinSync recovery is opt-in. Decide whether to enable it before preparing binaries:

1. Probe availability from the owning repository root with the selected GAMEVER:

   ```powershell
   uv run init_gamebin.py check-binsync <GAMEVER>
   ```

2. If the probe exits 1 (unavailable), tell the user BinSync initialization is skipped and why
   (`BinSync unavailable: <reason>`), then proceed to preparation **without** enabling BinSync.
   The reason covers either the environment (no `gh`, not authenticated, API/org unreachable) or this
   GAMEVER's remotes: every configured `HLND2T/CS2_VibeSignatures_binsync_<GAMEVER>_<MODULE_FILENAME>`
   must already exist and be public. Both cases mean skip; do not retry or create remotes.
3. If the probe exits 0 (available), **ask** the user whether to enable BinSync and wait for an
   explicit yes/no. Never enable BinSync without explicit consent, and never skip the probe.
   - Yes → prepare with `--binsync enable`.
   - No → prepare with `--binsync skip` (or omit the flag).

## Prepare Binaries

Run from the owning repository root with the BinSync decision applied:

```powershell
uv run init_gamebin.py prepare <GAMEVER-or-latest> --binsync <enable|skip>
```

Never pass `--create-missing-binsync-remotes` from this manual skill flow. That mutating option is reserved for the
trusted `build-on-self-runner` workflow.

Without `--binsync`, BinSync is skipped and never probed. `--binsync enable` probes first and **fails**
(instead of skipping) when the environment cannot run BinSync. The script checks existing binaries,
downloads and non-overwritingly merges `gamebin-<GAMEVER>.7z` when needed, and uses
the Steam depot fallback only for a missing Release asset. After every configured Windows and Linux binary exists, it:

1. Resolves targets in first-seen config order, Windows before Linux, and deduplicates repeated real binary paths.
2. Preflights every target before making BinSync changes: strict existing sidecars, matching local `.bsproj` repositories,
   and GitHub remote/default-branch/`binary_hash` state.
3. Uses `gh` to read public repositories without requiring `HLND2T` organization permissions. Only an explicit HTTP 404
   is treated as missing; every other API failure stops the command.
4. Requires the `HLND2T/CS2_VibeSignatures_binsync_<GAMEVER>_<MODULE_FILENAME>` repository to already exist during this
   manual skill flow; the `check-binsync <GAMEVER>` probe above already rejects a GAMEVER with any missing or non-public
   remote, so a remote that disappears in between still stops the command with a clear reason. Only the trusted build
   workflow passes the explicit repository-creation option.
5. Restores a previously empty remote from every local `binsync/*` branch when a valid unlocked
   `<MODULE_FILENAME>.bsproj` exists. Otherwise it creates the standard BinSync `Root commit`, `binsync/__root__`, and
   `binsync/<OS_USER>` branches. It sets the default branch only for a previously empty repository.
6. Writes `<MODULE_FILENAME>.binsync.json` only after the remote validates successfully. The sidecar uses the current OS
   user as a fallback, the canonical HTTPS remote, explicit `<MODULE_FILENAME>.bsproj`, the binary MD5,
   `force_user: false`, `auto_clone: true`, and `auto_sync_all: true`.

The script never reads or writes `BinSyncDLConfig.toml`, never clones missing `.bsproj` repositories into `bin/`, and
never fetches or pushes an already-valid remote/local pair. IDA's BinSync auto-recovery performs the later clone.

Existing sidecars must contain the six required fields and match semantically. They may also include `auto_sync_all`,
which must be `true` when present; unknown extra fields remain a conflict. Existing local repositories must
have the expected `origin`, `binsync/__root__`, and `binary_hash`. Existing non-empty remotes must already use
`binsync/__root__` as their default branch and expose the matching `binary_hash`. Stop on any conflict; never overwrite,
move, delete, repair, or change the default branch of existing state. A local `binsync.lock` is allowed for read-only
validation, but it blocks restoring a missing or empty remote from that local repository.

If the command fails, stop immediately and report its exact error as:

```text
<skill_error>ERROR REASON</skill_error>
```

Do not attempt an alternate download, edit `.env`, or proceed to analysis.

## Warm Up IDB (optional)

After binary preparation succeeds, ask whether to warm the IDA databases for the selected GAMEVER.
Warmup runs full IDA auto-analysis on every configured binary (via `warmup_idb.py`) and leaves
`<binary>.i64` beside each binary so later analysis is fast. It is slow and resource-heavy, so it is
opt-in.

1. Resolve a Python interpreter with idalib — the same probe the workflows use:

   ```powershell
   $pythonExe = (Get-Command python -ErrorAction SilentlyContinue).Source
   & $pythonExe warmup_idb_worker.py --print-ida-version
   ```

   If the probe fails or prints no version, tell the user IDB warmup is skipped and why (no Python
   with idalib available), then finish without warming.
2. If the interpreter is available, **ask** the user whether to warm the IDB databases for `<GAMEVER>`
   and wait for an explicit yes/no. Never warm without explicit consent.
   - Yes → run the warmup producer from the owning repository root:

     ```powershell
     uv run python warmup_idb.py <GAMEVER> --python "$pythonExe"
     ```

     Already-warm databases (an existing `.i64`/`.idb` with no `.id0` lock) are skipped; add `--force`
     only if the user wants every configured database invalidated and re-warmed. If the command fails,
     stop and report its exact error to user.

     Do not silently continue after a failed warmup.
   - No → skip warmup and finish.

Report the selected GAMEVER, binary preparation result, BinSync summary, and optional warmup result. State that symbol
truth remains under tracked `bin_artifacts/`; do not offer snapshot restoration or IDB renaming.

Attribution

mrc4ttmrc4tt
View sourceMore from mrc4tt →
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