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? -- You received this message because you are subscribed to the Google Groups "golang-nuts" group. To unsubscribe from this group and stop receiving emails from it, send an email to golang-nuts+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/golang-nuts/0562184e-bbcc-44c9-adbf-37e8d5411c7cn%40googlegroups.com.