Game server implementation

I intend to write a small game server…

The game server should handle multiple clients concurrently and process their packets by for example changing a state in the server's internal data or by responding with a some packet. Additionally, the server runs some background logic which might lead to packets being sent to some clients or internal data being modified.

Would an actor model (actix) be the appropriate fit for this problem?

tokio makes this surprisingly easy; I have a proprietary server framework that handles tcp/udp in ~ 100 lines of code.

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