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Building a Real-Time Multiplayer Game Server in Rust
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Welcome, brave coder, to the world of Rust-powered game servers! In this tutorial, we’ll build a real-time multiplayer game server in Rust — this is the central hub for player connections, real-time movement, and, of course, the lifeblood of any game: message passing. We’ll look at each function and go over the fun details of how our little server works.
Overview
Our server does a few key things:
- Starts a TCP socket server and listens for players.
- Tracks each player’s position and sends updates to all players.
- Handles messages from players with grace, whether it’s movement or the goodbye wave when a player disconnects.
Full Code (Reference)
Here’s the full main.rs
that powers our multiplayer game server, in case you need to refer back to it:
use tokio::net::{TcpListener, TcpStream};
use tokio::io::AsyncWriteExt;
use std::sync::Arc;
use tokio::sync::{broadcast, Mutex};
use log::{info, warn, error};
use serde::{Deserialize, Serialize};
use uuid::Uuid;
#[derive(Serialize, Deserialize, Debug)]
struct GameState {
players: std::collections::HashMap<String, (f32…