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programming-languages

Core programming languages for game server development including C++, C#, Go, Rust

$ Installieren

git clone https://github.com/pluginagentmarketplace/custom-plugin-server-side-game-dev /tmp/custom-plugin-server-side-game-dev && cp -r /tmp/custom-plugin-server-side-game-dev/skills/programming-languages ~/.claude/skills/custom-plugin-server-side-game-dev

// tip: Run this command in your terminal to install the skill


name: programming-languages description: Core programming languages for game server development including C++, C#, Go, Rust sasmp_version: "1.3.0" version: "2.0.0" bonded_agent: 01-game-server-architect bond_type: PRIMARY_BOND

Parameters

parameters: required: - language optional: - runtime_version - optimization_level validation: language: type: string enum: [cpp, csharp, go, rust, java, nodejs] optimization_level: type: string enum: [debug, release, profile] default: release

Retry Configuration

retry_config: max_attempts: 1 fallback: none

Observability

observability: logging: level: info fields: [language, compile_time_ms] metrics: - name: compilation_duration_seconds type: histogram

Programming Languages for Game Servers

Master high-performance languages for real-time game server development.

Language Comparison

LanguagePerformanceMemoryConcurrencyUse Case
C++HighestManualThreadsAAA, FPS
RustHighSafeAsyncNew projects
GoHighGCGoroutinesMicroservices
C#MediumGCAsyncUnity, casual
JavaMediumGCThreadsMMO

C++ Game Server

#include <boost/asio.hpp>

class GameServer {
public:
    GameServer(boost::asio::io_context& io, short port)
        : acceptor_(io, tcp::endpoint(tcp::v4(), port)) {
        start_accept();
    }

private:
    void start_accept() {
        auto socket = std::make_shared<tcp::socket>(acceptor_.get_executor());
        acceptor_.async_accept(*socket,
            [this, socket](boost::system::error_code ec) {
                if (!ec) handle_connection(socket);
                start_accept();
            });
    }

    tcp::acceptor acceptor_;
};

Go Server

type GameServer struct {
    players sync.Map
    tick    *time.Ticker
}

func (s *GameServer) handlePlayer(conn net.Conn) {
    defer conn.Close()
    for {
        msg := readMessage(conn)
        go s.processMessage(msg)
    }
}

Rust Server

async fn handle_player(stream: TcpStream) -> Result<()> {
    let (reader, writer) = stream.split();
    loop {
        let msg = read_message(&mut reader).await?;
        let response = process_command(&msg).await;
        write_message(&mut writer, &response).await?;
    }
}

Selection Criteria

FactorBest Choice
Latency criticalC++, Rust
Rapid developmentGo, C#
Team expertiseMatch existing
ScalabilityGo, Erlang

Troubleshooting

Common Failure Modes

ErrorRoot CauseSolution
Memory leakManual mgmtUse RAII/smart ptrs
GC pausesAllocationPool objects
Thread deadlockLock orderLock hierarchy
SegfaultPointer bugUse Rust/sanitizers

Debug Checklist

# C++ memory check
valgrind --leak-check=full ./game-server

# Go profiling
go tool pprof http://localhost:6060/debug/pprof/heap

# Rust optimization
cargo build --release

Unit Test Template

TEST(GameServer, AcceptsConnections) {
    GameServer server(8080);
    TcpClient client;
    client.connect("localhost", 8080);
    EXPECT_TRUE(client.isConnected());
}

Resources

  • assets/ - Language templates
  • references/ - Performance guides

Repository

pluginagentmarketplace
pluginagentmarketplace
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pluginagentmarketplace/custom-plugin-server-side-game-dev/skills/programming-languages
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Updated3d ago
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