Marketplace

data-serialization

Efficient data serialization for game networking including Protobuf, FlatBuffers, and custom binary

$ インストール

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

FormatSizeSpeedSchemaUse Case
ProtobufSmallFastRequiredMost games
FlatBuffersSmallFastestRequiredReal-time
MsgPackSmallFastOptionalFlexible
JSONLargeSlowNoneDebug
Custom BinarySmallestFastestCustomUltra-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

TechniqueSavingsComplexity
Delta50-80%Medium
Quantization30-50%Low
LZ450-70%Low

Troubleshooting

Common Failure Modes

ErrorRoot CauseSolution
Parse errorVersion mismatchSchema versioning
Large packetsNo compressionEnable delta/LZ4
Slow parsingJSON in hot pathUse binary format
CorruptionByte orderUse 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 templates
  • references/ - Format benchmarks