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

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SKILL.md

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 [object Object]
retry_config [object Object]
observability [object Object]

Communication Protocols for Game Servers

Implement efficient communication protocols between game services and clients.

Protocol Selection Guide

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

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

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

Troubleshooting

Common Failure Modes

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

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