Below you will find pages that utilize the taxonomy term “Tcp”
Designing a High-Performance, Multi-Goroutine Socket Server in Go
High-performance networking is one of Go’s strengths. With lightweight goroutines, a rich net package, and strong concurrency primitives, Go is a great fit for building custom TCP servers, game backends, proxies, and internal protocols.
In this article, we’ll design and implement a high-performance, multi-goroutine socket server in Go, with an architecture you can evolve into a real-world production system.
We’ll cover:
- Architecture and design goals
- A baseline TCP server
- A multi-goroutine concurrency model
- Connection limits and backpressure
- Request handling with worker pools
- Graceful shutdown and observability
1. Goals and Design Principles
We’ll design a server that:
A Deep Dive into Go’s net Package: Networking from First Principles
The net package is the foundation of all network programming in Go.
Everything — from HTTP servers to gRPC, Redis clients, DNS resolvers, and low-level TCP/UDP tools — ultimately relies on Go’s networking stack built around the net package.
This article provides a deep, practical, and complete exploration of net with clear explanations and runnable examples.
1. Why the net Package Matters
Go’s networking model is:
- Simple – Uses familiar Unix-style sockets and file descriptors.
- Cross-platform – Same code works on Linux, macOS, Windows.
- Concurrent by design – Each connection can be handled by a goroutine.
- Powerful – TCP, UDP, Unix domain sockets, DNS, interfaces, IPs, CIDR tools, etc.
Higher-level packages rely on it:
Game Server Development Series — Part 2: Networking Fundamentals
Networking is the communication layer between player clients and the game server.
It is the foundation that defines how fast, how reliable, and how scalable your online game can be.
This chapter introduces the most widely used networking models in modern game development:
- TCP
- UDP
- WebSocket
- gRPC
- Custom binary protocols
Along the way, we discuss latency, reliability, packet handling, and real-world usage patterns.
1. Why Networking Matters in Multiplayer Games
Every time a player moves, shoots, crafts, chats, or interacts with the world, the client and server must exchange data.