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rootpontmax/DedicatedGameServer

Common solution for dedicated game server

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Cupdated Mar 2019

// the take

A small C project for a dedicated game server with a separate client and server binary, handling networking through a custom Adapter/Server/Menu split and encrypting traffic with vendored libsodium and mbedtls. It's a personal/early-stage starting point for someone building their own authoritative multiplayer server in C, not a usable framework or library.

Pulls in libsodium and mbedtls rather than rolling custom crypto, so the encryption primitives themselves are sound even if nothing else is documented. The client/server split (main.cpp vs mainClient.cpp) with a dedicated Adapter and Messages layer shows at least a basic attempt at separating transport, protocol, and game logic instead of one monolithic file.

The README is a single sentence with no setup instructions, no protocol description, no supported platforms, and no license file, so you can't tell what it actually does or whether you're allowed to use it. Last pushed in March 2019 with zero stars or forks, meaning no real-world use and no one to ask when something breaks. Both libsodium and mbedtls are vendored as raw source inside the repo instead of pulled as dependencies, so any security fix upstream in either library never reaches this project unless someone manually re-vendors it. There's no visible build system, test suite, or server configuration (ports, tick rate, max players), so getting it running at all means reverse-engineering the code from scratch.

We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →

// at a glance

Stars
0
Forks
0
Language
C
Last commit
15 Mar 2019

// nearby

If DedicatedGameServer isn't quite it.

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