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开始使用communication-protocols
Game server communication protocols including gRPC, REST, and custom binary protocols
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更新时间2025年12月30日 11:46
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7 个文件SKILL.md
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Game server communication protocols including gRPC, REST, and custom binary protocols
Asynchronous programming models including coroutines, async/await, and reactive patterns
Efficient data serialization for game networking including Protobuf, FlatBuffers, and custom binary
Game data persistence with player profiles, leaderboards, inventory systems using Redis and PostgreSQL
Game server deployment with Docker, Kubernetes, and global distribution strategies
Game server design patterns including ECS, command pattern, and event sourcing
Server-side game loop implementation with fixed timestep, physics simulation, and tick rate optimization
| 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 | {"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_config | {"max_attempts":3,"backoff":"exponential","initial_delay_ms":100,"retryable_errors":["UNAVAILABLE","DEADLINE_EXCEEDED"]} |
| 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"}]} |
Implement efficient communication protocols between game services and clients.
| Protocol | Latency | Throughput | Use Case |
|---|---|---|---|
| Custom Binary | Lowest | Highest | Real-time gameplay |
| gRPC | Low | High | Service-to-service |
| WebSocket | Low | Medium | Browser clients |
| REST | Medium | Medium | Admin APIs, lobbies |
| QUIC | Low | High | Mobile, unreliable networks |
// 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;
}
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
}
// 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
// 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);
}
}
// 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)
}
| Scenario | Protocol | Reason |
|---|---|---|
| Real-time gameplay | Custom UDP binary | Lowest latency |
| Microservices | gRPC | Type safety, streaming |
| Web/mobile lobby | WebSocket JSON | Browser compatibility |
| Admin dashboard | REST | Standard tooling |
| Streaming updates | gRPC streaming | Backpressure handling |
| Error | Root Cause | Solution |
|---|---|---|
| Connection reset | Message too large | Chunk large messages |
| Timeout | Slow processing | Async handlers |
| Parse error | Version mismatch | Protocol versioning |
| High latency | No compression | Enable compression |
# 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
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)
}
assets/ - Protocol templatesreferences/ - Performance benchmarks