Marketplace

communication-protocols

Game server communication protocols including gRPC, REST, and custom binary protocols

$ Installer

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/communication-protocols ~/.claude/skills/custom-plugin-server-side-game-dev

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


name: communication-protocols description: Game server communication protocols including gRPC, REST, and custom binary protocols sasmp_version: "1.3.0" version: "2.0.0" bonded_agent: 02-networking-specialist bond_type: SECONDARY_BOND

Parameters

parameters: required: - protocol_type optional: - serialization_format - compression validation: protocol_type: type: string enum: [grpc, rest, websocket, custom_binary, quic] serialization_format: type: string enum: [protobuf, json, msgpack, flatbuffers] default: protobuf compression: type: string enum: [none, gzip, lz4, zstd] default: none

Retry Configuration

retry_config: max_attempts: 3 backoff: exponential initial_delay_ms: 100 retryable_errors: - UNAVAILABLE - DEADLINE_EXCEEDED

Observability

observability: logging: level: info fields: [protocol, method, duration_ms, status] metrics: - name: rpc_duration_seconds type: histogram - name: rpc_requests_total type: counter - name: rpc_errors_total type: counter - name: message_size_bytes type: histogram

Communication Protocols for Game Servers

Implement efficient communication protocols between game services and clients.

Protocol Selection Guide

ProtocolLatencyThroughputUse Case
Custom BinaryLowestHighestReal-time gameplay
gRPCLowHighService-to-service
WebSocketLowMediumBrowser clients
RESTMediumMediumAdmin APIs, lobbies
QUICLowHighMobile, unreliable networks

gRPC for Game Services

// matchmaking.proto
syntax = "proto3";

package game.matchmaking;

service Matchmaking {
    rpc FindMatch(MatchRequest) returns (MatchResponse);
    rpc JoinQueue(QueueRequest) returns (stream QueueUpdate);
    rpc CancelQueue(CancelRequest) returns (CancelResponse);
}

message MatchRequest {
    string player_id = 1;
    string game_mode = 2;
    int32 skill_rating = 3;
    repeated string preferred_regions = 4;
}

message MatchResponse {
    string match_id = 1;
    string server_address = 2;
    int32 server_port = 3;
    repeated TeamAssignment teams = 4;
    string connection_token = 5;
}

message QueueUpdate {
    enum Status {
        SEARCHING = 0;
        MATCH_FOUND = 1;
        CANCELLED = 2;
    }
    Status status = 1;
    int32 estimated_wait_seconds = 2;
    int32 players_in_queue = 3;
}

Go gRPC Server

type matchmakingServer struct {
    pb.UnimplementedMatchmakingServer
    matchmaker *Matchmaker
}

func (s *matchmakingServer) FindMatch(
    ctx context.Context,
    req *pb.MatchRequest,
) (*pb.MatchResponse, error) {
    match, err := s.matchmaker.FindMatch(ctx, req.PlayerId, req.GameMode, req.SkillRating)
    if err != nil {
        return nil, status.Errorf(codes.Internal, "matchmaking failed: %v", err)
    }

    return &pb.MatchResponse{
        MatchId:       match.ID,
        ServerAddress: match.ServerAddr,
        ServerPort:    int32(match.ServerPort),
        ConnectionToken: match.Token,
    }, nil
}

func (s *matchmakingServer) JoinQueue(
    req *pb.QueueRequest,
    stream pb.Matchmaking_JoinQueueServer,
) error {
    updates := s.matchmaker.Subscribe(req.PlayerId)
    defer s.matchmaker.Unsubscribe(req.PlayerId)

    for update := range updates {
        if err := stream.Send(update); err != nil {
            return err
        }
        if update.Status == pb.QueueUpdate_MATCH_FOUND {
            return nil
        }
    }
    return nil
}

Custom Binary Protocol

// Packet header (8 bytes)
struct PacketHeader {
    uint8_t type;        // Message type
    uint8_t flags;       // Compression, reliability flags
    uint16_t length;     // Payload length
    uint32_t sequence;   // Packet sequence for ordering/ack
};

enum PacketType : uint8_t {
    PLAYER_INPUT    = 0x01,
    STATE_UPDATE    = 0x02,
    PLAYER_JOIN     = 0x03,
    PLAYER_LEAVE    = 0x04,
    CHAT_MESSAGE    = 0x10,
    PING            = 0xFE,
    PONG            = 0xFF
};

enum PacketFlags : uint8_t {
    FLAG_RELIABLE   = 0x01,
    FLAG_COMPRESSED = 0x02,
    FLAG_ENCRYPTED  = 0x04
};

// Zero-copy packet builder
class PacketBuilder {
    uint8_t buffer[MAX_PACKET_SIZE];
    size_t offset = sizeof(PacketHeader);

public:
    PacketBuilder& writeU8(uint8_t v) {
        buffer[offset++] = v;
        return *this;
    }

    PacketBuilder& writeU16(uint16_t v) {
        *reinterpret_cast<uint16_t*>(&buffer[offset]) = htons(v);
        offset += 2;
        return *this;
    }

    PacketBuilder& writeFloat(float v) {
        *reinterpret_cast<float*>(&buffer[offset]) = v;
        offset += 4;
        return *this;
    }

    std::span<uint8_t> build(PacketType type, uint8_t flags = 0) {
        auto* header = reinterpret_cast<PacketHeader*>(buffer);
        header->type = static_cast<uint8_t>(type);
        header->flags = flags;
        header->length = htons(offset - sizeof(PacketHeader));
        header->sequence = htonl(nextSequence++);
        return {buffer, offset};
    }
};

// Player input packet (compact)
struct PlayerInputPacket {
    uint32_t tick;          // 4 bytes
    uint8_t keys;           // 1 byte: WASD + jump + fire (bitfield)
    int16_t aim_x;          // 2 bytes: quantized aim [-32768, 32767]
    int16_t aim_y;          // 2 bytes: quantized aim
};  // Total: 9 bytes

WebSocket for Browser Games

// Server (Node.js with ws)
const WebSocket = require('ws');

const wss = new WebSocket.Server({
    port: 8080,
    perMessageDeflate: true,  // Compression
    maxPayload: 64 * 1024     // 64KB limit
});

wss.on('connection', (ws, req) => {
    const playerId = authenticate(req);

    ws.on('message', (data, isBinary) => {
        if (isBinary) {
            // Binary protocol for gameplay
            const view = new DataView(data.buffer);
            const type = view.getUint8(0);
            handleBinaryMessage(playerId, type, view);
        } else {
            // JSON for lobby/chat
            const msg = JSON.parse(data);
            handleJsonMessage(playerId, msg);
        }
    });

    ws.on('close', () => {
        onPlayerDisconnect(playerId);
    });

    // Send binary state updates at 60Hz
    const tickInterval = setInterval(() => {
        if (ws.readyState === WebSocket.OPEN) {
            const state = serializeGameState(playerId);
            ws.send(state, { binary: true });
        }
    }, 16);

    ws.on('close', () => clearInterval(tickInterval));
});

// Client
class GameClient {
    constructor(url) {
        this.ws = new WebSocket(url);
        this.ws.binaryType = 'arraybuffer';

        this.ws.onmessage = (event) => {
            if (event.data instanceof ArrayBuffer) {
                this.handleStateUpdate(new DataView(event.data));
            } else {
                this.handleJsonMessage(JSON.parse(event.data));
            }
        };
    }

    sendInput(keys, aimX, aimY) {
        const buffer = new ArrayBuffer(9);
        const view = new DataView(buffer);
        view.setUint32(0, this.currentTick);
        view.setUint8(4, keys);
        view.setInt16(5, aimX);
        view.setInt16(7, aimY);
        this.ws.send(buffer);
    }
}

REST API for Game Services

// Lobby API with proper error handling
type LobbyHandler struct {
    lobbyService *LobbyService
}

func (h *LobbyHandler) CreateLobby(w http.ResponseWriter, r *http.Request) {
    var req CreateLobbyRequest
    if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
        respondError(w, http.StatusBadRequest, "invalid request body")
        return
    }

    lobby, err := h.lobbyService.Create(r.Context(), req)
    if err != nil {
        switch {
        case errors.Is(err, ErrPlayerAlreadyInLobby):
            respondError(w, http.StatusConflict, err.Error())
        case errors.Is(err, ErrMaxLobbiesReached):
            respondError(w, http.StatusTooManyRequests, err.Error())
        default:
            respondError(w, http.StatusInternalServerError, "internal error")
        }
        return
    }

    respondJSON(w, http.StatusCreated, lobby)
}

func respondJSON(w http.ResponseWriter, status int, data interface{}) {
    w.Header().Set("Content-Type", "application/json")
    w.WriteHeader(status)
    json.NewEncoder(w).Encode(data)
}

Protocol Selection Matrix

ScenarioProtocolReason
Real-time gameplayCustom UDP binaryLowest latency
MicroservicesgRPCType safety, streaming
Web/mobile lobbyWebSocket JSONBrowser compatibility
Admin dashboardRESTStandard tooling
Streaming updatesgRPC streamingBackpressure handling

Troubleshooting

Common Failure Modes

ErrorRoot CauseSolution
Connection resetMessage too largeChunk large messages
TimeoutSlow processingAsync handlers
Parse errorVersion mismatchProtocol versioning
High latencyNo compressionEnable compression

Debug Checklist

# gRPC debugging
GRPC_VERBOSITY=DEBUG GRPC_TRACE=all ./game-server

# WebSocket inspection
wscat -c ws://localhost:8080

# Protocol buffer decoding
protoc --decode=game.StateUpdate game.proto < message.bin

# Network trace
tcpdump -i any port 8080 -w capture.pcap

Unit Test Template

func TestMatchmakingRPC(t *testing.T) {
    server := setupTestServer()
    defer server.Stop()

    conn, err := grpc.Dial(server.Addr, grpc.WithInsecure())
    require.NoError(t, err)
    defer conn.Close()

    client := pb.NewMatchmakingClient(conn)

    resp, err := client.FindMatch(context.Background(), &pb.MatchRequest{
        PlayerId:    "player123",
        GameMode:    "ranked",
        SkillRating: 1500,
    })

    require.NoError(t, err)
    assert.NotEmpty(t, resp.MatchId)
    assert.NotEmpty(t, resp.ServerAddress)
}

func TestBinaryProtocol(t *testing.T) {
    builder := NewPacketBuilder()
    packet := builder.
        WriteU32(12345).  // tick
        WriteU8(0x0F).    // keys
        WriteI16(1000).   // aim_x
        WriteI16(-500).   // aim_y
        Build(PLAYER_INPUT)

    parsed := ParsePlayerInput(packet)
    assert.Equal(t, uint32(12345), parsed.Tick)
    assert.Equal(t, uint8(0x0F), parsed.Keys)
}

Resources

  • assets/ - Protocol templates
  • references/ - Performance benchmarks