// the find
qq362946/Fantasy
C # Game Framework, but not limited to games. Can be used for non game business development
Fantasy is a C# game server framework targeting large-scale multiplayer games, built around ECS, distributed architecture, and source generators that eliminate reflection at runtime. It ships with TCP/KCP/WebSocket/HTTP support and a Roaming system that transparently routes client messages across a distributed server cluster. Aimed squarely at C#/Unity game developers who want to avoid writing the networking plumbing themselves.
Source-generator-based registration is the real differentiator here — no reflection at startup means Native AOT actually works, and the generated typed extension methods (session.C2G_Login(...)) are genuinely ergonomic compared to manual opcode dispatch. The Roaming system is well thought out: Gate-to-Map transparent forwarding means client code stays oblivious to the server topology, which is hard to do cleanly. The framework ships with its own async task type (FTask) and coroutine lock instead of leaning on Task<T>, which avoids the thread-safety footguns common in game server code. MongoDB integration and the separate-table ECS pattern are production-ready enough that you're not starting from scratch on persistence.
The documentation is almost entirely in Chinese — the English README is a thin translation and the Docs folder has no English counterparts, so non-Chinese-reading developers will hit a wall fast. The only supported database is MongoDB; if you want Postgres or Redis as your primary store you're on your own. The community is QQ-centric (the forum, the support channel, the video tutorials all live on Chinese platforms), which means troubleshooting in English is a dead end. The benchmark project exists but there are no published numbers, so the 'high performance' claims are unverifiable without running them yourself.