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@Aissen@social.treehouse.systems

Post #1333836

2026-03-27 12:15 UTC

For this project, tokio and axum were used on the server. There is one synchronized object: the ViewState. Then mostly Server RPCs (Client calling the server), except for the Server kicking clients. Full and partial replication are possible in this project with serde. Partial updates trigger game animations for example. #RustInParis

Replies (1)

  • For websocket communication, the server has two tokio tasks per connected client. A task takes care of broadcast, and another of client to server communication. The overhead is 10 to 20 transferred bytes per player action, generating very little CPU load. #RustInParis

    Open ##1333837