| name | programming-languages |
| description | Core programming languages for game server development including C++, C#, Go, Rust |
| sasmp_version | 1.3.0 |
| version | 2.0.0 |
| bonded_agent | 01-game-server-architect |
| bond_type | PRIMARY_BOND |
| parameters | [object Object] |
| retry_config | [object Object] |
| observability | [object Object] |
Programming Languages for Game Servers
Master high-performance languages for real-time game server development.
Language Comparison
| Language |
Performance |
Memory |
Concurrency |
Use Case |
| C++ |
Highest |
Manual |
Threads |
AAA, FPS |
| Rust |
High |
Safe |
Async |
New projects |
| Go |
High |
GC |
Goroutines |
Microservices |
| C# |
Medium |
GC |
Async |
Unity, casual |
| Java |
Medium |
GC |
Threads |
MMO |
C++ Game Server
#include <boost/asio.hpp>
class GameServer {
public:
GameServer(boost::asio::io_context& io, short port)
: acceptor_(io, tcp::endpoint(tcp::v4(), port)) {
start_accept();
}
private:
void start_accept() {
auto socket = std::make_shared<tcp::socket>(acceptor_.get_executor());
acceptor_.async_accept(*socket,
[this, socket](boost::system::error_code ec) {
if (!ec) handle_connection(socket);
start_accept();
});
}
tcp::acceptor acceptor_;
};
Go Server
type GameServer struct {
players sync.Map
tick *time.Ticker
}
func (s *GameServer) handlePlayer(conn net.Conn) {
defer conn.Close()
for {
msg := readMessage(conn)
go s.processMessage(msg)
}
}
Rust Server
async fn handle_player(stream: TcpStream) -> Result<()> {
let (reader, writer) = stream.split();
loop {
let msg = read_message(&mut reader).await?;
let response = process_command(&msg).await;
write_message(&mut writer, &response).await?;
}
}
Selection Criteria
| Factor |
Best Choice |
| Latency critical |
C++, Rust |
| Rapid development |
Go, C# |
| Team expertise |
Match existing |
| Scalability |
Go, Erlang |
Troubleshooting
Common Failure Modes
| Error |
Root Cause |
Solution |
| Memory leak |
Manual mgmt |
Use RAII/smart ptrs |
| GC pauses |
Allocation |
Pool objects |
| Thread deadlock |
Lock order |
Lock hierarchy |
| Segfault |
Pointer bug |
Use Rust/sanitizers |
Debug Checklist
# C++ memory check
valgrind --leak-check=full ./game-server
# Go profiling
go tool pprof http://localhost:6060/debug/pprof/heap
# Rust optimization
cargo build --release
Unit Test Template
TEST(GameServer, AcceptsConnections) {
GameServer server(8080);
TcpClient client;
client.connect("localhost", 8080);
EXPECT_TRUE(client.isConnected());
}
Resources
assets/ - Language templates
references/ - Performance guides