# server **Repository Path**: GameServerEngine/server ## Basic Information - **Project Name**: server - **Description**: 服务端程序 - **Primary Language**: Go - **License**: GPL-3.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2018-05-14 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README GSE ==== GSE is *__Game Server Engine__* Or *__Generic Server Engine__* * do not apply to large sized file transport. ( since no traffic control and re-send facility, data may got lost in massive transportation) * no positive re-send facility for the receiving side. * no sequence guaranty(maybe optional later). * weak packet-dedup facility to fulfill most of cases. * AckTimeout should less than ack wait timeout. * why the UDP server do not need sending heartbeat to clients? because it's connectionless. ### Development * when response status is`RpcResponseStatusServiceProcessError` , the `RpcError` message should be along with it. * service/request name __sub__ , __unsub__ and __pull_frame__ are reserved respectively for subscribing, un-subscribing events and pull event frames. * each event/message size should not be larger than 65535 in frame __PUSH__ mode. #### Session Hooks * __OnRequest__ for multiple hooks, if one of them returns any errors or responses, the remaining un-executed hooks will be skipped in the request.