# jwpttcg66/NettyGameServer

使用netty4.X实现的手机游戏分布式服务器,支持tcp,udp,http,websocket链接，采用protobuf自定义协议栈进行网络通信,支持rpc远程调用,使用mybatis3支持db存储分库分表，支持异步mysql存储，db保存时同步更新reids缓存。 使用ExcelToCode工程，将excel数据生成java类和json数据字典，DictService直接读取json，减少数据字典部分代码。使用game-executor工程，增加游戏内的异步事件全局服务, 支持事件sharding,均衡的异步执行事件逻辑

Repository: https://github.com/jwpttcg66/NettyGameServer
Canonical: https://ross.abutalabs.com/products/nettygameserver
Language: Java
License: GPL-3.0
License Family: copyleft
Topics: game-server, gameserver, rpcserver, netty-game-server, netty-server, nettygame, game-db, redis, async-db, game-proxy, netty, http-server, httpserver, web-socket-server, game, game-engine, springboot, mysql-server, cocosserver
Last push: 2026-04-14T09:09:15+00:00

## Health v2 (maintenance only)
Score: 57/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 77, release rhythm 8, longevity 100
- inputs: {"age_days": 3494, "days_push": 141, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1671, forks 673 (observed 2026-08-28T04:05:20.155823+00:00)

## What it is
A distributed mobile game server framework built on Netty 4.x in Java, supporting TCP, UDP, HTTP, and WebSocket connections with a custom protobuf protocol stack. It includes RPC remote calls, MyBatis-based database sharding with async MySQL persistence and Redis cache sync, gateway proxying, and an async event executor with event sharding.

## Use cases
- build a distributed backend server for a mobile game
- implement tcp and websocket game networking with protobuf
- shard game database writes across mysql with redis caching
- add rpc between game server nodes
- run async game event logic with balanced sharding
- generate game data dictionaries from excel spreadsheets
- set up a gateway proxy for game client connections

## When to choose
- building a multiplayer mobile game backend in Java
- you need netty-based high-performance networking with multiple transport protocols
- you want built-in db sharding, async persistence, and redis caching for game data

## When to avoid
- you need a turnkey game engine with rendering or client-side features
- your stack is not JVM-based
- you need a small single-process game server without distributed architecture

## Facets
- artifact type: framework
- maturity: active
- function: rpc, http-server, websocket, serialization, caching, database, middleware, game-engine
- domain: backend, microservices, networking, gaming-tools
- platform: jvm, cross-platform, self-hosted
- tags: netty, game-server, protobuf, mybatis, redis, mysql-sharding, spring-boot, mobile-game-server, async-db, gateway-proxy, excel-to-code, game-development

## Member repositories
- jwpttcg66/NettyGameServer (main) score 57

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:05:20.155823+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T03:42:41.372127+00:00, confidence not recorded.
  - readme: https://github.com/jwpttcg66/NettyGameServer (fetched 2026-08-28T04:05:20.155823+00:00, sha 044c9d1b77ff)
- Data as of 2026-08-30T08:39:29.467469+00:00.
