I am trying to create a package for game servers using gob. The current 
approach is an application level multicasting over TCP, having a gob 
encoder and decoder for each player connection, and set up a goroutine to 
receive and another to dispatch for each one. The code for the dispatcher 
is here. But summarized, it simply receives data from a channel and encodes 
it.

The problem is that if i want to transmit a single piece of data to all 
players, this piece of data is encoded again and again for each connection, 
doing duplicate work. With less than 100 players this is not a problem, but 
with 300+ my machine is at almost 100% usage and the profiler shows that 
most of it is spent on encoding. Here's the issue on github.

I tryied using a io.MultiWriter but gob complains of duplicate type 
received, and if i try to write the raw bytes from the gob.Encoder i get 
corrupted data. An option is using UDP Broadcasting but since gob expects a 
stream, i'm affraid i will run into unexpected behavior when packets start 
to be lost and fragmented.

Does gob expect a single encoder and decoder to own the stream? Not 
allowing two encoders on the server for one decoder on the client?

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