📚 nano - Awesome Go Library for Game Development
Lightweight, facility, high performance golang based game server framework.
Detailed Description of nano
Nano
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
How to build a system with Nano
What does a Nano
application look like?
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 of Component , and a component is a bundle of Handler, 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.
How to build distributed system with Nano
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.
How to execute the asynchronous task
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
nano.Invoke(func(){ onDBResult(player) })
}
return nil
}
Documents
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English
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简体中文
Resources
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Javascript
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Typescript/cocos-creator
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Demo
Community
Successful cases
Go version
> go1.8
Installation
go get github.com/lonng/nano
# dependencies
go get -u github.com/pingcap/check
go get -u github.com/pingcap/errors
go get -u github.com/urfave/cli
go get -u google.golang.org/protobuf/proto
go get -u github.com/gorilla/websocket
go get -u google.golang.org/grpc
Protocol Buffers
# protoc
# download form: https://github.com/protocolbuffers/protobuf/releases
# protoc-gen-go
go install google.golang.org/protobuf/cmd/protoc-gen-go@latest
go install google.golang.org/grpc/cmd/protoc-gen-go-grpc@latest
# delve
go install github.com/go-delve/delve/cmd/dlv@latest
Test
go test -v ./...
Benchmark
# Case: PingPong
# OS: Windows 10
# Device: i5-6500 3.2GHz 4 Core/1000-Concurrent => IOPS 11W(Average)
# Other: ...
cd ./benchmark/io
go test -v -tags "benchmark"