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 templatesreferences/- Performance guides