I didn't got the final report because of some error, those numbers were printed during the execution of the benchmark.
I executed it giving both the client and the server 4 CPUs, now I'm running it again with 180s duration and gonna update the original comment if I get to see the report or there is any significant change
Optimized for multi-core safety in a safe way, but given the safety of the actor idiom may incur in more copies, it cant be compared to the speed of a implementation that are more complicated to implement, but will perform better at the end giving you can customize better for that particular scenario.
With C++ and Rust you will be able to implement this in a more optimized way as you can look for approaches that avoid copies which can be the main factor of a slow implementation, specially in multi-threaded scenarios.
I executed it giving both the client and the server 4 CPUs, now I'm running it again with 180s duration and gonna update the original comment if I get to see the report or there is any significant change