A C++ implementation of an industrial-grade high-performance asynchronous network library, based on asio, similar to Python's asyncio, designed for stateful services, and can be used to quickly build a variety of online game servers, microservices and pressure testing tools
Suppose len == 1, Decode will do nothing except move write_pos_ ahead.
And if the client peer keep sending len == 1 buffer, the write_pos_ will be moved to some dangerous pos.
Can someone make some docs or other help files to help understand the code, just like uml? The library is easy to use, but the implemention is a little complicated.