| name | networking |
| description | Game networking protocols, WebSocket/UDP implementation, latency optimization for real-time multiplayer |
| sasmp_version | 1.3.0 |
| version | 2.0.0 |
| bonded_agent | 02-networking-specialist |
| bond_type | PRIMARY_BOND |
| parameters | {"required":["protocol_type","connection_count"],"optional":["latency_target_ms","bandwidth_limit_kbps"],"validation":{"protocol_type":{"type":"string","enum":["websocket","udp","quic","tcp"]},"connection_count":{"type":"integer","min":1,"max":100000},"latency_target_ms":{"type":"integer","min":10,"max":500,"default":100}}} |
| retry_config | {"max_attempts":3,"backoff":"exponential","initial_delay_ms":100,"max_delay_ms":5000,"retryable_errors":["ECONNRESET","ETIMEDOUT","ECONNREFUSED"]} |
| observability | {"logging":{"level":"info","fields":["connection_id","latency_ms","packet_size"]},"metrics":[{"name":"network_connections_active","type":"gauge"},{"name":"network_latency_ms","type":"histogram"},{"name":"network_bytes_sent","type":"counter"}],"tracing":{"enabled":true,"sample_rate":0.1}} |
Game Networking
Implement real-time multiplayer networking with WebSocket, UDP, and latency optimization.
WebSocket Game Server
const WebSocket = require('ws');
class GameServer {
constructor(port = 8080) {
this.wss = new WebSocket.Server({ port });
this.players = new Map();
this.setupHandlers();
}
setupHandlers() {
this.wss.on('connection', (ws, req) => {
const playerId = this.generateId();
const player = { ws, state: {}, joinedAt: Date.now() };
this.players.set(playerId, player);
ws.on('message', (data) => this.handleMessage(playerId, data));
ws.on('close', () => .(playerId));
ws.(, .(playerId, err));
.(playerId, { : , playerId });
});
}
() {
{
msg = .(data);
(!msg.) ();
.(playerId, msg);
} (err) {
.(, err.);
}
}
() {
data = .(msg);
..( {
(id !== exclude && player.. === .) {
player..(data);
}
});
}
}