If you would "reset" each client with a new decoder each time you make a
new encoder, everything should work fine.  Just would take some
coordination.

On Wed, Dec 23, 2020, 6:08 PM Artur Vianna <lordhowen...@gmail.com> wrote:

> I will look into other protocols, although for now the performance is not
> an issue in servers with less than 100 players.
>
> The problem with io.MultiWriter is that a player inside the group may
> disconnect or a new player may come in. This means a new io.MultiWriter
> must be created each time you dispatch, since the group may have changed in
> the meantime. This would also need a new encoder and then the "duplicate
> type received" happens.
>
> On Wed, 23 Dec 2020, 19:58 'Axel Wagner' via golang-nuts, <
> golang-nuts@googlegroups.com> wrote:
>
>> The issue with that approach is that gob keeps state about which
>> type-information it still has to send. So if you encode to, say, a
>> bytes.Buffer, it would encode all type-info on every message sent, which is
>> a significant overhead.
>> TBH, I don't understand why `io.MultiWriter` wouldn't work. It would be
>> helpful to see the code that causes the error message OP is seeing.
>>
>> However, really, gob just doesn't provide a good API for this sorta
>> thing, as mentioned. The format itself is fine, but the stateful connection
>> means that if you don't want to write *exactly* the same data in exactly
>> the same order to all connections (which can perform poorly and lead to
>> operational problems with timeouts and intermittently lost connections and
>> the like), you are going to have a bad time.
>> You honestly would fare better with a full-fledged RPC framework such as
>> gRPC. Or, if you don't want the overhead of its IDL, even json. Because at
>> least the "encode once, send to each client" is trivial to solve with that.
>>
>> But, that's just my 2¢ :)
>>
>> On Wed, Dec 23, 2020 at 11:43 PM Robert Engels <reng...@ix.netcom.com>
>> wrote:
>>
>>> Yes, that is why you need to create your own protocol. Use the gob to
>>> encode to a buffer then send the buffer on each of the connections using
>>> your protocol.
>>>
>>> On Dec 23, 2020, at 4:19 PM, Matthew Zimmerman <mzimmer...@gmail.com>
>>> wrote:
>>>
>>> 
>>> My understanding is that gob streams are unique.
>>>
>>> From https://golang.org/pkg/encoding/gob/
>>> "A stream of gobs is self-describing. Each data item in the stream is
>>> preceded by a specification of its type, expressed in terms of a small set
>>> of predefined types."
>>>
>>> In my own rudimentary understanding/terms, it sends the struct
>>> definition once, then uses shorthand for it afterwards.  E.g, how many
>>> bytes and what order.  If you mix and match streams that send definitions
>>> in different orders, then chaos ensues.
>>>
>>> I think this is why people use other encoders in the scenario you're
>>> taking about.  For a one to one stream gob works great, but in this multi
>>> scenario I don't think it does.
>>>
>>> Matt
>>>
>>> On Wed, Dec 23, 2020, 5:07 PM Artur Vianna <lordhowen...@gmail.com>
>>> wrote:
>>>
>>>> If i create a bytes.Buffer and a gob.Encoder, each time i write to a
>>>> group of connections i get "duplicate type received" and if i try and reuse
>>>> the encoder, i get "corrupted data" and "unknown type".
>>>> It seems i can't use both net.Conn.Write and gob.Encoder.Encode in the
>>>> same connection, i will try always encoding to a buffer in both unicast and
>>>> multicast like you said and report if it works.
>>>>
>>>> On Wed, 23 Dec 2020, 18:49 Robert Engels, <reng...@ix.netcom.com>
>>>> wrote:
>>>>
>>>>> You need to encode once to a byte array then send the byte array on
>>>>> each connection.
>>>>>
>>>>> On Dec 23, 2020, at 3:45 PM, meera <lordhowen...@gmail.com> wrote:
>>>>>
>>>>> 
>>>>> I am trying to create a package for game servers using gob. The
>>>>> current approach is an application level multicasting over TCP, having a
>>>>> gob encoder and decoder for each player connection, and set up a goroutine
>>>>> to receive and another to dispatch for each one. The code for the
>>>>> dispatcher is here. But summarized, it simply receives data from a channel
>>>>> and encodes it.
>>>>>
>>>>> The problem is that if i want to transmit a single piece of data to
>>>>> all players, this piece of data is encoded again and again for each
>>>>> connection, doing duplicate work. With less than 100 players this is not a
>>>>> problem, but with 300+ my machine is at almost 100% usage and the profiler
>>>>> shows that most of it is spent on encoding. Here's the issue on github.
>>>>>
>>>>> I tryied using a io.MultiWriter but gob complains of duplicate type
>>>>> received, and if i try to write the raw bytes from the gob.Encoder i get
>>>>> corrupted data. An option is using UDP Broadcasting but since gob expects 
>>>>> a
>>>>> stream, i'm affraid i will run into unexpected behavior when packets start
>>>>> to be lost and fragmented.
>>>>>
>>>>> Does gob expect a single encoder and decoder to own the stream? Not
>>>>> allowing two encoders on the server for one decoder on the client?
>>>>>
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