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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T04:59:21+00:00 2026-05-29T04:59:21+00:00

I’m writing a simple I/O class in order to use at a multiplayer game.

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I’m writing a simple I/O class in order to use at a multiplayer game. Actually everything is Ok, but I’m trying find a way to optimize it in both overall performance and packet sizes.
The class is here

Also, few days ago I found this class and saw that it works directly on the bits. Doing that would be better to improve my class?

Thanks and sorry for the poor english.

Edit:
I’m using TCP, and the packet layout is the header (single byte) followed by entropy data (String, Int16, Int32, Int64, byte and byte array).
The packet max size is 4kb.

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  1. Editorial Team
    Editorial Team
    2026-05-29T04:59:23+00:00Added an answer on May 29, 2026 at 4:59 am

    and the packet layout is the

    • header (single byte)
    • String
    • Int16
    • Int32
    • Int64
    • byte
    • byte array

    That package cannot be optimized more if you cant reduce the size of any of the fields.

    4kb data is roughly 32kbit/s which means that you can transmit a package to about 300 clients per second on a 10mbit/s connection. Are you saying that you need to handle more clients per second?

    The best way to optimize your application is likely to use a buffer pool instead of creating a new buffer for each packet to send.

    And as always: Don’t optimize until you really need it, since you’ll likely have to sacrifice readability.

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