High-Performance, Cross-Platform Game Server Framework
📖 Documentation • 🚀 Quick Start • 💬 QQ Group: 467608841
🌐 Language: English | 简体中文 | 繁體中文 | 日本語 | 한국어
- Introduction
- Core Features
- Architecture
- Project Structure
- Quick Start
- Configuration Management
- Business Logic Development
- Hot Update Mechanism
- Docker Deployment
- Multi-Process Cross-Process Debugging
- Monitoring & Observability
- Testing
- Contributing
- License
- Related Links
GameFrameX Server is a high-performance, cross-platform game server framework built with C# .NET 10.0, designed with the Actor model and supporting hot update mechanisms. Designed for multiplayer online game development, it supports integration with various client platforms including Unity3D, Godot, and LayaBox.
Design Philosophy: Simplicity is the ultimate sophistication
- Actor Model: Lock-free high-concurrency system built on TPL DataFlow, avoiding traditional lock performance overhead through message passing
- Full Asynchronous Programming: Complete async/await asynchronous programming model
- Zero-Lock Design: Actor internal state is accessed through message queue serialization, no locking required
- Batch Persistence: Supports batch database writes with configurable batch size and timeout
- Snowflake ID Generation: Built-in distributed unique ID generator with worker node and data center configuration
- Zero-Downtime Updates: Runtime loading of new logic assemblies without stopping the service
- State-Logic Separation: Strict separation between persistent state data (Apps layer) and hot-updatable business logic (Hotfix layer)
- Graceful Transition: Old assemblies retain a 10-minute grace period, waiting for in-progress requests to complete before unloading
- Version Management: Supports loading specific versions via HTTP endpoint
- TCP: High-performance TCP server based on SuperSocket, primary game communication protocol
- UDP: Optional UDP protocol support
- WebSocket: Bidirectional communication based on SuperSocket WebSocket
- HTTP/HTTPS: HTTP service based on Kestrel, supporting Swagger documentation, CORS, health checks
- KCP: UDP reliable transport based on KCP protocol (experimental)
- Cross-Process Messaging: Built-in RemoteMessaging module with circuit breaker, retry strategy, and consistent hashing sharding
- MongoDB Primary Database: Complete MongoDB integration with health state machine (Healthy → Degraded → Unhealthy → Recovering)
- Transparent Persistence: StateComponent automatic serialization/deserialization, persisted through timed batch ReplaceOne operations
- Connection Pool Management: Configurable connection pool and retry strategy
- OpenTelemetry Integration: Database operation metrics (latency, retry count, health status)
- OpenTelemetry: Comprehensive metrics, tracing, and logging
- Prometheus: Native metrics export endpoint
- Grafana Loki: Log aggregation output support
- Serilog: Structured logging with console, file, and Loki multi-output
┌─────────────────────────────────────────────────────────────────┐
│ Client Layer │
│ Unity3D / Godot / LayaBox / Cocos Creator │
├─────────────────────────────────────────────────────────────────┤
│ Network Layer │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ TCP │ │WebSocket │ │ HTTP │ │ KCP │ │
│ └──────────┘ └──────────┘ └──────────┘ └──────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Message Processing Layer │
│ ┌────────────────┐ ┌────────────────┐ ┌────────────────┐ │
│ │TCP Msg Handlers│ │ HTTP Handlers │ │Cross-Proc Router│ │
│ └────────────────┘ └────────────────┘ └────────────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Actor Layer │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ Player │ │ Server │ │ Account │ │ Global │ │
│ │ Actor │ │ Actor │ │ Actor │ │ Actor │ │
│ └──────────┘ └──────────┘ └──────────┘ └──────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Component-Agent Layer (Hot Update Boundary) │
│ ┌─────────────────────┐ ┌─────────────────────────────┐ │
│ │ Apps Layer (Static) │ │ Hotfix Layer (Hot-updatable) │ │
│ │ StateComponent<T> │←→│ StateComponentAgent<T,TState>│ │
│ │ CacheState │ │ ComponentAgent │ │
│ └─────────────────────┘ └─────────────────────────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Database Layer │
│ ┌─────────────────────────────────────────────────────────┐ │
│ │ MongoDB │ │
│ └─────────────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────────┘
Server/
├── GameFrameX.Launcher/ # Application entry point
├── GameFrameX.StartUp/ # Startup orchestration and initialization
├── GameFrameX.Core/ # Core framework (Actor system, components, events, hot update management)
├── GameFrameX.Apps/ # State data layer (Account, Player, Server modules) — not hot-updatable
├── GameFrameX.Hotfix/ # Business logic layer (HTTP, Player, Server handlers) — hot-updatable
├── GameFrameX.Config/ # Game configuration tables (JSON format, generated by LuBan)
├── GameFrameX.Core.Config/ # Core configuration management
├── GameFrameX.Proto/ # ProtoBuf protocol definitions
├── GameFrameX.ProtoBuf.Net/ # ProtoBuf serialization implementation
├── GameFrameX.NetWork/ # Network core (message objects, sender, WebSocket)
├── GameFrameX.NetWork.Abstractions/ # Network interfaces (IMessage, IMessageHandler, message mapping)
├── GameFrameX.NetWork.HTTP/ # HTTP server (Swagger, Kestrel, BaseHttpHandler)
├── GameFrameX.NetWork.Kcp/ # KCP protocol support (UDP-based reliable transport)
├── GameFrameX.NetWork.Message/ # Message pipeline and codec
├── GameFrameX.NetWork.RemoteMessaging/ # Cross-process remote messaging (circuit breaker, retry, consistent hashing)
├── GameFrameX.DataBase/ # Database abstraction layer
├── GameFrameX.DataBase.Mongo/ # MongoDB implementation (health monitoring, retry, batch operations)
├── GameFrameX.Localization/ # Localization system (Keys.*.cs + .resx resource files)
├── GameFrameX.Monitor/ # OpenTelemetry + Prometheus metrics integration
├── GameFrameX.Utility/ # Utilities (logging, compression, object pool, Mapster, Harmony)
├── GameFrameX.Client/ # Test client (TCP connection)
├── GameFrameX.CodeGenerator/ # Roslyn source generator (hot update proxy wrapper classes)
├── GameFrameX.AppHost/ # .NET Aspire application host
├── GameFrameX.AppHost.ServiceDefaults/ # Aspire shared defaults (OTel, service discovery)
└── Tests/
└── GameFrameX.Tests/ # xUnit test suite
- .NET 10.0 SDK
- MongoDB 4.x+
- Visual Studio 2022 or JetBrains Rider (recommended)
-
Clone the Repository
git clone https://github.com/GameFrameX/GameFrameX.git cd GameFrameX/Server -
Restore Dependencies
dotnet restore
-
Build the Project
dotnet build
-
Start MongoDB
# Local installation mongod --dbpath /path/to/data # Or use Docker docker run -d -p 27017:27017 --name mongo mongo:8.2
-
Run the Server
dotnet run --project GameFrameX.Launcher -- \ --ServerType=Game \ --ServerId=1000 \ --OuterPort=29100 \ --HttpPort=28080 \ --DataBaseUrl=mongodb://127.0.0.1:27017 \ --DataBaseName=gameframex -
Verify Startup
- Health check:
http://localhost:28080/game/api/health - Check console logs to confirm successful startup
- Health check:
GameFrameX uses command-line arguments (--Key=Value) for configuration. All configuration items are defined in the StartupOptions class.
| Option | Description | Default | Example |
|---|---|---|---|
ServerType |
Server type (required) | None | Game, Social |
ServerId |
Unique server ID | None | 1000 |
ServerInstanceId |
Server instance ID (distinguishes different instances of the same type) | 0 |
1001 |
IsSingleMode |
Single process mode | false |
true |
MinModuleId |
Business module start ID (module sharding) | 0 |
100 |
MaxModuleId |
Business module end ID (module sharding) | 0 |
1000 |
TimeZone |
Server timezone | Asia/Shanghai |
UTC |
IsUseTimeZone |
Enable custom timezone | false |
true |
Language |
Language setting | None | zh-CN |
| Option | Description | Default | Example |
|---|---|---|---|
InnerHost |
Internal communication IP (inter-cluster) | 0.0.0.0 |
0.0.0.0 |
InnerPort |
Internal communication port | 8888 |
29100 |
OuterHost |
External communication IP (client-facing) | 0.0.0.0 |
0.0.0.0 |
OuterPort |
External communication port | None | 29100 |
IsEnableTcp |
Enable TCP service | true |
true |
IsEnableUdp |
Enable UDP service | false |
true |
IsEnableWebSocket |
Enable WebSocket | false |
true |
WsPort |
WebSocket port | 8889 |
29300 |
IsEnableHttp |
Enable HTTP service | true |
true |
HttpPort |
HTTP service port | 8080 |
28080 |
HttpsPort |
HTTPS service port | None | 443 |
HttpUrl |
API root path | /game/api/ |
/game/api/ |
HttpIsDevelopment |
HTTP development mode (enables Swagger) | false |
true |
| Option | Description | Default | Example |
|---|---|---|---|
DataBaseUrl |
MongoDB connection string | None | mongodb://localhost:27017 |
DataBaseName |
Database name | None | gameframex |
DataBasePassword |
Database password | None | your_password |
| Option | Description | Default | Example |
|---|---|---|---|
ActorTimeOut |
Actor task execution timeout (ms) | 30000 |
60000 |
ActorQueueTimeOut |
Actor queue timeout (ms) | 30000 |
60000 |
ActorRecycleTime |
Actor idle recycle time (minutes) | 15 |
30 |
SaveDataInterval |
Data save interval (ms) | 30000 |
60000 |
SaveDataBatchCount |
Batch save count | 500 |
1000 |
SaveDataBatchTimeOut |
Batch save timeout (ms) | 30000 |
60000 |
| Option | Description | Default | Example |
|---|---|---|---|
IsDebug |
Debug logging master switch | false |
true |
LogIsConsole |
Output to console | true |
false |
LogIsWriteToFile |
Output to file | true |
false |
LogEventLevel |
Log level | Debug |
Information |
LogRollingInterval |
Log rolling interval | Day |
Hour |
LogIsFileSizeLimit |
Limit single file size | true |
false |
LogFileSizeLimitBytes |
File size limit | 104857600 (100MB) |
52428800 |
LogRetainedFileCountLimit |
Retained file count | 31 |
90 |
LogIsGrafanaLoki |
Output to Grafana Loki | false |
true |
LogGrafanaLokiUrl |
Grafana Loki URL | http://localhost:3100 |
— |
| Option | Description | Default | Example |
|---|---|---|---|
IsOpenTelemetry |
Enable OpenTelemetry | false |
true |
IsOpenTelemetryMetrics |
Enable metrics collection | false |
true |
IsOpenTelemetryTracing |
Enable distributed tracing | false |
true |
MetricsPort |
Prometheus metrics port | 0 (reuses HTTP port) |
9090 |
IsMonitorMessageTimeOut |
Monitor message processing timeout | false |
true |
MonitorMessageTimeOutSeconds |
Timeout threshold (seconds) | 1 |
5 |
| Option | Description | Default | Example |
|---|---|---|---|
WorkerId |
Snowflake ID worker node ID | 1 |
2 |
DataCenterId |
Snowflake ID data center ID | 1 |
2 |
# Minimal startup parameters
dotnet GameFrameX.Launcher.dll \
--ServerType=Game \
--ServerId=1000 \
--DataBaseUrl=mongodb://127.0.0.1:27017 \
--DataBaseName=game_db
# Full startup parameters
dotnet GameFrameX.Launcher.dll \
--ServerType=Game \
--ServerId=1000 \
--ServerInstanceId=1 \
--InnerHost=0.0.0.0 \
--InnerPort=29100 \
--OuterHost=0.0.0.0 \
--OuterPort=29100 \
--HttpPort=28080 \
--IsEnableHttp=true \
--HttpIsDevelopment=true \
--IsEnableWebSocket=false \
--DataBaseUrl=mongodb://127.0.0.1:27017 \
--DataBaseName=gameframex \
--IsDebug=true \
--IsOpenTelemetry=true \
--IsOpenTelemetryMetrics=true \
--LogIsConsole=true \
--LogIsWriteToFile=trueThe core design pattern of the framework is state-logic separation, strictly separating persistent state (Apps layer, not hot-updatable) from business logic (Hotfix layer, hot-updatable).
1. Define State (Apps Layer)
// GameFrameX.Apps/Player/BagState.cs
public class BagState : BaseCacheState
{
public List<ItemData> Items { get; set; } = new List<ItemData>();
public int MaxSlots { get; set; } = 50;
}2. Create Component (Apps Layer)
// GameFrameX.Apps/Player/BagComponent.cs
public class BagComponent : StateComponent<BagState>
{
protected override async Task OnInit()
{
await base.OnInit();
// Initialize component state
}
}3. Implement Business Logic (Hotfix Layer)
// GameFrameX.Hotfix/Logic/Player/BagComponentAgent.cs
public class BagComponentAgent : StateComponentAgent<BagComponent, BagState>
{
public async Task<bool> AddItem(int itemId, int count)
{
if (State.Items.Count >= State.MaxSlots)
{
return false;
}
var item = new ItemData { Id = itemId, Count = count };
State.Items.Add(item);
await Save();
return true;
}
}4. Access Component Agent
// Get component agent via ActorManager
var bagAgent = await ActorManager.GetComponentAgent<BagComponentAgent>(playerId);
var result = await bagAgent.AddItem(1001, 10);HTTP handlers inherit BaseHttpHandler and use the [HttpMessageMapping] attribute to register routes.
[HttpMessageMapping(typeof(GetPlayerInfoHandler))]
[Description("Get player info")]
public sealed class GetPlayerInfoHandler : BaseHttpHandler
{
public override async Task<MessageObject> Action(
string ip, string url,
Dictionary<string, object> parameters,
MessageObject messageObject)
{
var request = (GetPlayerInfoRequest)messageObject;
var response = new GetPlayerInfoResponse();
var agent = await ActorManager.GetComponentAgent<PlayerComponentAgent>(request.PlayerId);
if (agent == null)
{
response.ErrorCode = (int)ResultCode.PlayerNotFound;
return response;
}
response.PlayerInfo = await agent.GetPlayerInfo();
return response;
}
}TCP message handlers process game messages sent by clients via TCP connections.
One-way Message Handler:
[MessageMapping(typeof(ReqChatMessage))]
internal sealed class ChatMessageHandler : PlayerComponentHandler<ChatComponentAgent, ReqChatMessage>
{
protected override async Task ActionAsync(ReqChatMessage request)
{
await ComponentAgent.ProcessChatMessage(request);
}
}RPC Handler (Request-Response):
[MessageMapping(typeof(ReqAddItem))]
internal sealed class AddItemHandler : PlayerRpcComponentHandler<BagComponentAgent, ReqAddItem, RespAddItem>
{
protected override async Task ActionAsync(ReqAddItem request, RespAddItem response)
{
try
{
// ComponentAgent is automatically injected by the base class
await ComponentAgent.AddItem(request, response);
}
catch (Exception e)
{
LogHelper.Fatal(e);
response.ErrorCode = (int)OperationStatusCode.InternalServerError;
}
}
}The event system is used for loosely coupled communication between Actors.
[Event(EventId.PlayerLogin)]
internal sealed class PlayerLoginEventHandler : EventListener<PlayerComponentAgent>
{
protected override Task HandleEvent(PlayerComponentAgent agent, GameEventArgs gameEventArgs)
{
if (agent == null)
{
return Task.CompletedTask;
}
// Handle player login event
return agent.OnLogin();
}
}The hot update system implements runtime loading and unloading of assemblies through AssemblyLoadContext (collectible):
┌───────────────────────────────────────────────────────┐
│ Apps Layer (Not hot-updatable) │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
│ │StateComponent│ │StateComponent│ │StateComponent│ │
│ │ Persist State│ │ Persist State│ │ Persist State│ │
│ └──────┬──────┘ └──────┬──────┘ └──────┬──────┘ │
│ │ │ │ │
├─────────┼────────────────┼────────────────┼───────────┤
│ ▼ ▼ ▼ │
│ Hotfix Layer (Hot-updatable) — Loaded via │
│ AssemblyLoadContext │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
│ │ComponentAgent│ │ComponentAgent│ │ComponentAgent│ │
│ │Business Logic│ │Business Logic│ │Business Logic│ │
│ └─────────────┘ └─────────────┘ └─────────────┘ │
│ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │
│ │ Msg Handler │ │ EventHandler│ │ HttpHandler │ │
│ └─────────────┘ └─────────────┘ └─────────────┘ │
└───────────────────────────────────────────────────────┘
- Compile New Logic: Build the updated
GameFrameX.Hotfix.dll - Deploy Assembly: Copy to the server's specified directory
- Trigger Reload: Initiate a hot update request via HTTP endpoint
- Assembly Loading:
HotfixManagerloads the new DLL using a collectibleAssemblyLoadContext - Type Scanning:
HotfixModulescans the new assembly for agents, handlers, and event listeners - Agent Switching:
ActorManager.ClearAgent()clears cached agent instances - Graceful Transition: Old assemblies retain a 10-minute grace period, waiting for in-progress requests to complete before unloading
# Trigger hot update (with specified version)
curl -X POST "http://localhost:28080/game/api/Reload?version=1.7.2"Use docker-compose.yml to start a complete environment with MongoDB + Game + Social:
# Build and start
docker compose up -d --build
# View running status
docker compose ps
# View logs
docker compose logs -f game social
# Stop
docker compose downService port mapping:
| Service | Container Port | Host Port | Description |
|---|---|---|---|
| MongoDB | 27017 | 37017 | Database |
| Game TCP | 29100 | 39100 | Game server |
| Game HTTP | 28080 | 38080 | Game server HTTP API |
| Social TCP | 29400 | 39400 | Social server |
| Social HTTP | 28081 | 38081 | Social server HTTP API |
Use docker-compose.multi.yml to start a cluster with 1 MongoDB + 2 Social + 10 Game instances:
# Build and start
docker compose -f docker-compose.multi.yml up -d --build
# View running status
docker compose -f docker-compose.multi.yml ps
# Stop
docker compose -f docker-compose.multi.yml downCluster topology:
| Component | Instances | Description |
|---|---|---|
| MongoDB | 1 | Shared database |
| Social | 2 | Social servers (social-1, social-2) |
| Game | 10 | Game servers (game-1 ~ game-10) |
All instances use Aspire-style environment variables for service discovery:
environment:
services__Social_2001__tcp__0: "tcp://social-1:29400"
services__Social_2002__tcp__0: "tcp://social-2:29401"
services__Game_1001__tcp__0: "tcp://game-1:29100"
# ...# Build image
docker build -t gameframex/server:custom .
# Run
docker run -d \
--name my-game-server \
-p 29100:29100 \
-p 28080:28080 \
gameframex/server:custom \
--ServerType=Game \
--ServerId=2000 \
--DataBaseUrl=mongodb://mongo-host:27017 \
--DataBaseName=my_game# Ensure multi-instance environment is running
docker compose -f docker-compose.multi.yml up -d --build
# Execute cross-process smoke test
./scripts/multi/smoke-cross-process.shScript verification:
game-1→socialcross-process callgame-2→socialcross-process call- Returns
code=0andFriendCount >= 1
Simulate real clients performing repeated "login → online → active disconnect → reconnect":
# Run with default parameters
./scripts/multi/run-bots-rpc.sh
# Custom parameters
BOT_COUNT=200 \
TCP_PORT=49100 \
LOGIN_URL=http://127.0.0.1:48080/game/api/ \
DISCONNECT_AFTER_LOGIN_SECONDS=20 \
RUN_SECONDS=300 \
./scripts/multi/run-bots-rpc.shAvailable environment variables:
| Variable | Description | Default |
|---|---|---|
BOT_COUNT |
Number of bots | — |
TCP_PORT |
TCP connection port | 49100 |
LOGIN_URL |
Login API URL | http://127.0.0.1:48080/game/api/ |
DISCONNECT_AFTER_LOGIN_SECONDS |
Disconnect delay after login (seconds) | 20 |
RUN_SECONDS |
Total run duration (seconds) | 300 |
# View all service logs
docker compose -f docker-compose.multi.yml logs -f
# View specific service logs
docker compose -f docker-compose.multi.yml logs -f game-1 game-2 social-1 social-2
# Rebuild and start (after code changes)
docker compose -f docker-compose.multi.yml up -d --build| Endpoint | Description |
|---|---|
http://<host>:<HttpPort>/game/api/health |
Health check |
http://<host>:<MetricsPort>/metrics |
Prometheus metrics |
- Database: Operation latency (
db_operation_latency_ms), retry count (db_open_retry_total), health status (db_health_status) - Network: Connection count, message throughput, byte transfer volume
- Business: Player login count, active session count
- System: GC performance, thread pool status
# Run all tests
dotnet test
# Run specific test project
dotnet test Tests/GameFrameX.Tests/GameFrameX.Tests.csproj
# Run with detailed output
dotnet test --logger "console;verbosity=detailed"The test project is based on xUnit, covering the following modules:
| Test Directory | Description |
|---|---|
Utility/ |
Math/fixed-point tests, compression, random, ID generation, singleton |
NetWork/Kcp/ |
KCP pipeline filter, session management, server integration tests |
DataBase/ |
MongoDB connection and query tests |
ProtoBuff/ |
Protobuf serialization and object pool tests |
Localization/ |
Localization key-value parsing tests |
RemoteMessaging/ |
Cross-process messaging tests |
UnifiedMessaging/ |
Unified cross-process messaging tests |
StartUp/ |
HTTP server route registration tests |
We welcome all forms of contributions! Please follow these steps:
- Fork this repository
- Create a feature branch (
git checkout -b feature/amazing-feature) - Commit your changes (
git commit -m 'feat: add some feature') - Push to the branch (
git push origin feature/amazing-feature) - Create a Pull Request
Please follow the Conventional Commits specification for commit messages.
This project is dual-licensed under the MIT License and Apache License 2.0. See the LICENSE file for details.
- Official Documentation
- GitHub Repository
- Gitee Repository
- CNB Repository
- Unity Client
- Issue Tracker
- Community Discussions
If this project helps you, please give us a Star
Made by GameFrameX Team
