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game-servers

game-servers

github.com/pluginagentmarketplaceDevelopment4599 installsUpdated 42w ago
Repository

About game-servers

A game server guide for developers building online games. It covers server architecture, scaling, matchmaking, player data, and autoscaling, along with matchmaking troubleshooting and infrastructure costs at different scales.

Key features

  1. 01Dedicated servers and other architecture patterns
  2. 02Scalable game backend design
  3. 03Matchmaking flow and player criteria
  4. 04Player session data management
  5. 05Server autoscaling strategies
  6. 06Matchmaking troubleshooting

Use cases

  1. 01Designing an online game backend
  2. 02Building player matchmaking
  3. 03Managing player sessions and data
  4. 04Planning server capacity changes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill game-servers

After installing, type/game-serversin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

assets/
servers_config.yaml
references/
SERVERS_GUIDE.md
scripts/
server_manager.py

Details

From the project README

Game Servers

Server Architecture Patterns

┌─────────────────────────────────────────────────────────────┐
│                    SERVER ARCHITECTURES                      │
├─────────────────────────────────────────────────────────────┤
│  DEDICATED SERVER:                                           │
│  • Server runs game simulation                              │
│  • Clients send inputs, receive state                       │
│  • Best security and consistency                            │
│  • Higher infrastructure cost                               │
├─────────────────────────────────────────────────────────────┤
│  LISTEN SERVER:                                              │
│  • One player hosts the game                                │
│  • Free infrastructure                                      │
│  • Host has advantage (no latency)                          │
│  • Session ends if host leaves                              │
├─────────────────────────────────────────────────────────────┤
│  RELAY SERVER:                                               │
│  • Routes packets between peers                             │
│  • No game logic on server                                  │
│  • Good for P2P with NAT traversal                         │
│  • Less secure than dedicated                               │
└─────────────────────────────────────────────────────────────┘

Scalable Architecture

SCALABLE GAME BACKEND:
┌─────────────────────────────────────────────────────────────┐
│                     GLOBAL LOAD BALANCER                     │
│                            ↓                                 │
├─────────────────────────────────────────────────────────────┤
│                      GATEWAY SERVERS                         │
│            Authentication, Routing, Rate Limiting           │
│                            ↓                                 │
├─────────────────────────────────────────────────────────────┤
│  ┌─────────────┐  ┌─────────────┐  ┌─────────────┐        │
│  │ MATCHMAKING │  │   LOBBY     │  │   SOCIAL    │        │
│  │   SERVICE   │  │   SERVICE   │  │   SERVICE   │        │
│  └─────────────┘  └─────────────┘  └─────────────┘        │
│                            ↓                                 │
├─────────────────────────────────────────────────────────────┤
│              GAME SERVER ORCHESTRATOR                        │
│         (Spawns/despawns based on demand)                   │
│                            ↓                                 │
├─────────────────────────────────────────────────────────────┤
│  ┌─────────────────────────────────────────────────────┐   │
│  │ GAME SERVERS (Regional, Auto-scaled)                 │   │
│  │ [US-East] [US-West] [EU-West] [Asia] [Oceania]      │   │
│  └─────────────────────────────────────────────────────┘   │
│                            ↓                                 │
├─────────────────────────────────────────────────────────────┤
│                    DATABASE CLUSTER                          │
│  [Player Profiles] [Leaderboards] [Match History] [Items]  │
└─────────────────────────────────────────────────────────────┘

Matchmaking System

MATCHMAKING FLOW:
┌─────────────────────────────────────────────────────────────┐
│  1. QUEUE: Player enters matchmaking queue                  │
│     → Store: skill rating, region, preferences             │
│                                                              │
│  2. SEARCH: Find compatible players                         │
│     → Same region (or expand after timeout)                │
│     → Similar skill (±100 MMR, expand over time)           │
│     → Compatible party sizes                               │
│                                                              │
│  3. MATCH: Form teams when criteria met                     │
│     → Balance teams by total MMR                           │
│     → Check for premade groups                             │
│                                                              │
│  4. PROVISION: Request game server                          │
│     → Orchestrator spawns or assigns server                │
│     → Wait for server ready                                │
│                                                              │
│  5. CONNECT: Send connection info to all players            │
│     → IP:Port or relay token                               │
│     → Timeout if player doesn't connect                    │
└─────────────────────────────────────────────────────────────┘

Player Data Management

// ✅ Production-Ready: Player Session
public class PlayerSession
{
    public string PlayerId { get; }
    public string SessionToken { get; }
    public DateTime CreatedAt { get; }
    public DateTime LastActivity { get; private set; }

    private readonly IDatabase _db;
    private readonly ICache _cache;

    public async Task<PlayerProfile> GetProfile()
    {
        // Try cache first
        var cached = await _cache.GetAsync<PlayerProfile>($"profile:{PlayerId}");
        if (cached != null)
        {
            return cached;
        }

        // Fall back to database
        var profile = await _db.GetPlayerProfile(PlayerId);

        // Cache for 5 minutes
        await _cache.SetAsync($"profile:{PlayerId}", profile, TimeSpan.FromMinutes(5));

        return profile;
    }

    public async Task UpdateStats(MatchResult result)
    {
        LastActivity = DateTime.UtcNow;

        // Update in database
        await _db.UpdatePlayerStats(PlayerId, result);

        // Invalidate cache
        await _cache.DeleteAsync($"profile:{PlayerId}");
    }
}

Auto-Scaling Strategy

SCALING TRIGGERS:
┌─────────────────────────────────────────────────────────────┐
│  SCALE UP when:                                              │
│  • Queue time > 60 seconds                                  │
│  • Server utilization > 70%                                 │
│  • Approaching peak hours                                   │
│                                                              │
│  SCALE DOWN when:                                            │
│  • Server utilization < 30% for 15+ minutes                │
│  • Off-peak hours                                           │
│  • Allow graceful drain (don't kill active matches)        │
├─────────────────────────────────────────────────────────────┤
│  PRE-WARMING:                                                │
│  • Spin up servers before expected peak                    │
│  • Use historical data to predict demand                   │
│  • Keep warm pool for instant availability                 │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Long matchmaking times                             │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Expand skill range over time                              │
│ → Allow cross-region matching                               │
│ → Reduce minimum player count                               │
│ → Add bots to fill partial matches                          │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Server crashes during peak                         │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Pre-warm servers before peak                              │
│ → Increase max server instances                             │
│ → Add circuit breakers                                      │
│ → Implement graceful degradation                            │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Database bottleneck                                │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add caching layer (Redis)                                 │
│ → Use read replicas                                         │
│ → Shard by player ID                                        │
│ → Queue non-critical writes                                 │
└─────────────────────────────────────────────────────────────┘

Infrastructure Costs

ScalePlayersServersMonthly Cost
Small1K CCU10$500-1K
Medium10K CCU100$5K-10K
Large100K CCU1000$50K-100K
Massive1M+ CCU10000+$500K+

Use this skill: When building online backends, scaling systems, or implementing matchmaking.

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