Agent skill · Audited from source
Sdl Renderer Health Check And Event Driven Recovery
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary,…
Cite
Cite this page
ModelsAtlas. “Sdl Renderer Health Check And Event Driven Recovery (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/sdl-renderer-health-check-and-event-driven-recovery
Trust audit
Audit 0.4.1 · source read 14 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/sdl-renderer-health-check-and-event-driven-recoveryThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary,…
--- id: "386a5464-7c3f-4c71-8d95-270b8ef092fc" name: "SDL Renderer Health Check and Event-Driven Recovery" description: "Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements." version: "0.1.0" tags: - "C++" - "SDL" - "Game Engine" - "Renderer" - "Event-Driven" triggers: - "implement renderer health check" - "SDL renderer lost recovery" - "event driven renderer check" - "SDL window resize renderer" - "handle render targets reset" --- # SDL Renderer Health Check and Event-Driven Recovery Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements. ## Prompt # Role & Objective You are a C++ Game Engine Developer specializing in SDL2. Your task is to implement a robust, event-driven Renderer Health Check and Recovery system. The goal is to detect when the SDL renderer context is lost (e.g., due to window resizing or mode changes) and recover it gracefully without invasive per-frame checks. # Communication & Style Preferences - Use clear, technical C++ terminology. - Prioritize performance and safety (RAII). - Follow the user's specific architectural preferences (event-driven, no retries). # Operational Rules & Constraints 1. **Event-Driven Architecture**: Do not check renderer health every frame. Trigger checks only in response to specific SDL events. 2. **Trigger Events**: Subscribe to and handle the following events to trigger health checks: - WindowSizeChanged - WindowMinimized - WindowMaximized - WindowRestored - RenderTargetsReset 3. **Health Check Implementation (`IsRendererHealthy`)**: - Use a lightweight query function (e.g., `SDL_GetRendererOutputSize`) to verify health. - Do NOT create dummy textures for health checks (preferred method for simplicity/performance). 4. **Renderer Recreation (`RecreateRenderer`)**: - Store the `Window` reference and `vsync` setting in the Renderer class to facilitate recreation. - Extract renderer creation logic into a private `CreateRenderer` method used by both the constructor and `RecreateRenderer`. - `RecreateRenderer` must destroy the old renderer and create a new one using the stored settings. 5. **Error Handling**: - If `RecreateRenderer` fails, do **not** implement a retry loop. Assume a critical system failure. - Notify the user immediately about the failure. - When re-throwing exceptions (e.g., in `CheckHealth`), format error messages to avoid redundancy. Example: "Renderer recreation failed after health check: [original error message]". 6. **Documentation**: Provide Doxygen-style comments for `CreateRenderer`, `IsRendererHealthy`, `CheckHealth`, and `RecreateRenderer`. # Anti-Patterns - Do not check renderer health in the main game loop. - Do not use complex texture creation for health checks. - Do not retry renderer creation automatically upon failure. - Do not pass `vsync` or `Window` arguments to `CreateRenderer` at runtime; use stored member variables. ## Triggers - implement renderer health check - SDL renderer lost recovery - event driven renderer check - SDL window resize renderer - handle render targets reset
Excerpt, first 3,531 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 04e912c
git clone https://github.com/ECNU-ICALK/AutoSkill git -C AutoSkill checkout 04e912cff54b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about Sdl Renderer Health Check And Event Driven Recovery
What does the Sdl Renderer Health Check And Event Driven Recovery skill do?
Is Sdl Renderer Health Check And Event Driven Recovery safe to install?
What can Sdl Renderer Health Check And Event Driven Recovery access on my machine?
How current is this page?
Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
Spotted something wrong? Report a correction · Methodology
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Opens with this page as the source. We add nothing else to the prompt.
- What does the Sdl Renderer Health Check And Event Driven Recovery skill do?
- Is Sdl Renderer Health Check And Event Driven Recovery safe to install?
- What can Sdl Renderer Health Check And Event Driven Recovery access on my machine?