Use the ws library (a popular WebSocket client and server implementation for Node.js) rather than raw sockets. Run an authoritative game loop on the server, broadcast state diffs over open connections, and handle disconnects and malformed messages explicitly – the client should never be trusted for game logic.
At a glance
| Fact | Value | Source |
|---|---|---|
| Recommended library for server-side sockets | ws | developer.mozilla.org |
| Alternative C++11/Node.js implementation | µWebSockets | developer.mozilla.org |
| Browser-side API for connecting to the server | WebSocket API | developer.mozilla.org |
Start with the ws library – MDN lists it as a popular WebSocket client and server library for Node.js – rather than writing the protocol handshake yourself. A minimal server:
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const WebSocket = require('ws');
const wss = new WebSocket.Server({ port: process.env.PORT || 3000 });
wss.on('connection', (socket) => {
socket.on('message', (data) => {
// parse, validate, update authoritative game state
wss.clients.forEach((client) => {
if (client.readyState === WebSocket.OPEN) client.send(data);
});
});
socket.on('close', () => { /* remove player from game state */ });
});
Keep the loop lightweight: run your simulation on a fixed tick on the server, send only state diffs (not full state) each tick, and never trust client-sent positions or scores – validate server-side. On the client, use the browser’s WebSockets API to connect and reconnect with backoff; handle the close event explicitly since a dropped connection is normal on mobile networks, not an error condition.
For an alternative to ws under heavy concurrency, MDN also lists µWebSockets and WebSocket-Node as Node.js implementations – benchmark before switching, since ws is usually enough for casual multiplayer.
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Sources
Related questions
Should I use raw WebSocket or Socket.IO for a game server?
Raw WebSocket via ws gives lower overhead and full control over the message format; Socket.IO adds reconnection and room helpers but extra payload framing – pick based on how much you want to build yourself.
How do I keep game state consistent across clients?
Make the server authoritative: run the simulation tick server-side, broadcast diffs, and never apply a client’s claimed position or score without server-side validation.
Last updated: 24 September 2026