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Socket library for creating real-time multiplayer games. Based on TCP, with the ability to send messages over UDP (planned).

Pub Version

Game socket #

The library was published in early access and is not stable, as it is being developed in parallel with other solutions. English is not a native language so there are no comments. At this stage, the library is for those who want to understand the source code and get a starting point for their solution or help me :)

Features #

  • One library contains both Server and Client parts.
  • The API communication library is similar to, but not compatible with this solution.
  • Contains a built-in binary protocol so you don't have to work at the byte level.
  • The transport layer uses TCP. To send game messages, it is planned to implement parallel work with UDP.
  • It implements such concepts as Multiplexing - interaction with several spaces through a single channel.

Support for WebSocket is not planned for the current day (but everything can change with the support of the community)

Examples #


Protocol #

The protocol is schematic based. This approach allows you to save the amount of data transferred, since the data type is not transferred with the message, and the length of the numbers is not serialized.

Data types used in the schema

Type Size Range
bool 1 bit true or false
int8 1 byte 0 to 255
int16 2 bytes 0 to 65535
int32 4 bytes 0 to 4294967295
string 1 + value 0 to 255 chars
bytes 2 + value 0 to 65535 bytes

Data types when writing or reading messages

Operation Schema Type Dart Type Range
putBool bool bool true or false
putInt int8 int -128 to 127
putUInt int8 int 0 to 255
putInt int16 int -32768 to 32767
putUInt int16 int 0 to 65535
putInt int32 int -2147483648 to 2147483647
putUInt int32 int 0 to 4294967295
putString string String 0 to 255 chars
putSingle ~int8~ double 0 to 1 step ~0.004
putRadians ~int16~ double step ~0.0002
putPayload bytes Uint8List 0 to 65535 bytes

Plans #

  • Initialization for sending UPD diagrams.
  • Automatic connections and reconnections.
  • Expanding the possibilities for working with rooms.
  • Conducting stress tests.

Tips for Beginners #

  • If you are developing a browser game, then you need a WebSocket solution.
  • When designing a game for real-time communication, UDP should be preferred, since TCP will cause a delay in the event of packet loss.

History of creation #

Sources that could have influenced the development of this work:

If you can suggest a translation better than automatic ᕙ(☉̃ₒ☉‶)ว just do it

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Socket library for creating real-time multiplayer games. Based on TCP, with the ability to send messages over UDP (planned).

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API reference


Icon for licenses.MIT (LICENSE)


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