Documentation ¶
Index ¶
- func Destroy()
- func Init()
- func Register(mi Module)
- type Module
- type Skeleton
- func (s *Skeleton) AfterFunc(d time.Duration, cb func()) *timer.Timer
- func (s *Skeleton) AsynCall(server *chanrpc.Server, id interface{}, args ...interface{})
- func (s *Skeleton) CronFunc(cronExpr *timer.CronExpr, cb func()) *timer.Cron
- func (s *Skeleton) Go(f func(), cb func())
- func (s *Skeleton) Init()
- func (s *Skeleton) LoopFunc(d time.Duration, cb func()) *timer.Cron
- func (s *Skeleton) NewLinearContext() *g.LinearContext
- func (s *Skeleton) RegisterChanRPC(id interface{}, f interface{})
- func (s *Skeleton) Run(closeSig chan bool)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
Types ¶
type Skeleton ¶
type Skeleton struct { GoLen int TimerDispatcherLen int AsynCallLen int ChanRPCServer *chanrpc.Server // contains filtered or unexported fields }
func (*Skeleton) LoopFunc ¶ added in v1.1.9
LoopFunc 由于循环队列只支持cron表达式,而cron表达式最少只有到秒级别,游戏中同步一般都是毫秒级别,所以在此添加毫秒级别的循环队列
func (*Skeleton) NewLinearContext ¶
func (s *Skeleton) NewLinearContext() *g.LinearContext
func (*Skeleton) RegisterChanRPC ¶
func (s *Skeleton) RegisterChanRPC(id interface{}, f interface{})
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