Nano is an easy to use, fast, lightweight game server networking library for Go. It provides a core network architecture and a series of tools and libraries that can help developers eliminate boring duplicate work for common underlying logic. The goal of nano is to improve development efficiency by eliminating the need to spend time on repetitious network related programming.
Nano was designed for server-side applications like real-time games, social games, mobile games, etc of all sizes.
Join to Discord: Nano Community
The simplest "nano" application as shown in the following figure, you can make powerful applications by combining different components.
In fact, the nano
application is a collection ofComponent , and a component is a bundle ofHandler, once you register a component to nano, nano will register all methods that can be converted to Handler
to nano service container. Service was accessed by Component.Handler
, and the handler will be called while client request. The handler will receive two parameters while handling a message:
*session.Session
: corresponding a client that apply this request or notify.*protocol.FooBar
: the payload of the request.
While you had processed your logic, you can response or push message to the client by session.Response(payload)
and session.Push('eventName', payload)
, or returns error when some unexpected data received.
Nano contains built-in distributed system solution, and make you creating a distributed game server easily.
See: The distributed chat demo
The Nano will remain simple, but you can perform any operations in the component and get the desired goals. You can startup a group of Nano
application as agent to dispatch message to backend servers.
func (manager *PlayerManager) Login(s *session.Session, msg *ReqPlayerLogin) error {
var onDBResult = func(player *Player) {
manager.players = append(manager.players, player)
s.Push("PlayerSystem.LoginSuccess", &ResPlayerLogin)
}
// run slow task in new gorontine
go func() {
player, err := db.QueryPlayer(msg.PlayerId) // ignore error in demo
// handle result in main logical gorontine
s.Execute(func() { onDBResult(player) })
}
return nil
}
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Demo
>= go1.20
go get github.com/lonng/nano
# dependencies
go mod tidy
# protoc
# download form: https://github.com/protocolbuffers/protobuf/releases/tag/v31.1
# protoc-gen-go
go install google.golang.org/protobuf/cmd/protoc-gen-go@v1.34.2
go install google.golang.org/grpc/cmd/protoc-gen-go-grpc@v1.5.1
go test -v ./...
# Case: PingPong
# OS: Windows 10
# Device: i5-6500 3.2GHz 4 Core/1000-Concurrent => IOPS 11W(Average)
# Other: ...
# Single business goroutine
cd ./test/benchmark/tcp
go test -v -tags "benchmark"
# Multiple business goroutines
cd ./test/benchmark/tcp_multi_routine
go test -v -tags "benchmark"