data-serialization
Efficient data serialization for game networking including Protobuf, FlatBuffers, and custom binary
$ Instalar
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/data-serialization ~/.claude/skills/custom-plugin-server-side-game-dev// tip: Run this command in your terminal to install the skill
name: data-serialization description: Efficient data serialization for game networking including Protobuf, FlatBuffers, and custom binary sasmp_version: "1.3.0" version: "2.0.0" bonded_agent: 02-networking-specialist bond_type: SECONDARY_BOND
Parameters
parameters: required: - format optional: - compression - schema_validation validation: format: type: string enum: [protobuf, flatbuffers, msgpack, json, custom_binary] compression: type: string enum: [none, lz4, zstd] default: none schema_validation: type: boolean default: true
Retry Configuration
retry_config: max_attempts: 1 fallback: json
Observability
observability: logging: level: debug fields: [format, size_bytes, compression_ratio] metrics: - name: serialization_duration_ms type: histogram - name: serialized_bytes type: counter
Data Serialization for Games
Implement efficient serialization for low-latency game networking.
Format Comparison
| Format | Size | Speed | Schema | Use Case |
|---|---|---|---|---|
| Protobuf | Small | Fast | Required | Most games |
| FlatBuffers | Small | Fastest | Required | Real-time |
| MsgPack | Small | Fast | Optional | Flexible |
| JSON | Large | Slow | None | Debug |
| Custom Binary | Smallest | Fastest | Custom | Ultra-low latency |
Protocol Buffers
syntax = "proto3";
message PlayerState {
uint32 player_id = 1;
float x = 2;
float y = 3;
float z = 4;
uint32 health = 5;
}
message GameUpdate {
uint64 tick = 1;
repeated PlayerState players = 2;
}
GameUpdate update;
update.set_tick(current_tick);
auto* player = update.add_players();
player->set_player_id(1);
player->set_x(pos.x);
std::string serialized;
update.SerializeToString(&serialized);
Custom Binary Format
struct PacketHeader {
uint16_t type;
uint16_t length;
uint32_t sequence;
};
struct PlayerUpdate {
uint32_t player_id;
float position[3];
uint16_t angle; // Compressed rotation
uint8_t flags;
};
void serialize(Buffer& buf, const PlayerUpdate& p) {
buf.write_u32(htonl(p.player_id));
for (int i = 0; i < 3; i++)
buf.write_float(p.position[i]);
buf.write_u16(htons(p.angle));
buf.write_u8(p.flags);
}
Compression Techniques
| Technique | Savings | Complexity |
|---|---|---|
| Delta | 50-80% | Medium |
| Quantization | 30-50% | Low |
| LZ4 | 50-70% | Low |
Troubleshooting
Common Failure Modes
| Error | Root Cause | Solution |
|---|---|---|
| Parse error | Version mismatch | Schema versioning |
| Large packets | No compression | Enable delta/LZ4 |
| Slow parsing | JSON in hot path | Use binary format |
| Corruption | Byte order | Use htonl/ntohl |
Debug Checklist
// Check serialized size
std::string data;
message.SerializeToString(&data);
std::cout << "Size: " << data.size() << " bytes\n";
// Validate roundtrip
Message parsed;
parsed.ParseFromString(data);
assert(parsed.id() == message.id());
Unit Test Template
TEST(Serialization, RoundTrip) {
PlayerState original{1, 10.0f, 20.0f, 30.0f, 100};
std::string data;
original.SerializeToString(&data);
PlayerState parsed;
parsed.ParseFromString(data);
EXPECT_EQ(original.player_id(), parsed.player_id());
EXPECT_FLOAT_EQ(original.x(), parsed.x());
}
Resources
assets/- Schema templatesreferences/- Format benchmarks
Repository
