# Issues with Using Timers in Nakama

**URL:** <https://forum.heroiclabs.com/t/issues-with-using-timers-in-nakama/6450>\
**Category:** Runtime Framework\
**Tags:** server-framework, golang\
**Created:** [November 5, 2025, 6:35am UTC](https://forum.heroiclabs.com/t/issues-with-using-timers-in-nakama/6450 "2025-11-05T06:35:12Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![a573369119](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/a573369119/32/2655_2.png) [@a573369119](https://forum.heroiclabs.com/u/a573369119)\
**Post date:** [November 5, 2025, 6:35am UTC](https://forum.heroiclabs.com/t/issues-with-using-timers-in-nakama/6450/1 "2025-11-05T06:35:12Z")

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## **Scenario:**

I am developing a session-based multiplayer game, so the battle calculations are handled on a separate server. For this reason, I do not plan to create a ‘Match API’, which means I cannot use the ‘ticket loop’ to broadcast messages to clients.

## **Questions:**

1. Can I use Go timer-related tools? For example, after the game matches players, they need to be transferred to the battle calculation server. This process requires confirmation from all 5 players and has a 15-second time limit. If the transfer is not completed within 15 seconds, it will be canceled, so I need to implement a 15-second countdown.

2. Some peripheral features also require temporary, short-lived countdowns. If I cannot use certain Go timer functions, what methods can help me implement countdown tasks?

I would appreciate your advice.😉

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<div class="post-metadata">

**Author:** ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)\
**Post date:** [November 6, 2025, 10:11am UTC](https://forum.heroiclabs.com/t/issues-with-using-timers-in-nakama/6450/2 "2025-11-06T10:11:07Z")

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Hi @a573369119,

Are you using a FleetManager (such as [GameLift](https://heroiclabs.com/docs/nakama/guides/concepts/gamelift-integration/))?

It’s not clear to me why these timers wouldn’t be handled on the headless instance, can you give a more detailed breakdown of the steps involved in 1.?

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<div class="post-metadata">

**Author:** ![a573369119](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/a573369119/32/2655_2.png) [@a573369119](https://forum.heroiclabs.com/u/a573369119)\
**Post date:** [November 6, 2025, 10:30am UTC](https://forum.heroiclabs.com/t/issues-with-using-timers-in-nakama/6450/4 "2025-11-06T10:30:39Z")

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I’m very glad to receive your reply.收到您的回复我非常高兴。😍

Currently, my timer is designed to work similarly to that in _League of Legends (LOL)_: once players are matched, they are given a 15-second window to confirm (I intend to have Nakama handle this part).目前，我的计时器设计得与《英雄联盟（LOL）》中的计时器类似：一旦玩家匹配成功，他们将获得15秒的确认窗口（我打算让Nakama来处理这部分）。

I have implemented the Fleet Manager and am currently using it, though the way I have set it up may differ from what you envisioned.我已经实现了车队管理器，并且目前正在使用它，不过我的设置方式可能与你设想的有所不同。

1. I plan to have the headless instances focus exclusively on the **core game combat** and not take on any additional operations. Only after players have fully confirmed their intention to engage in combat will they be sent to the combat service.我计划让无头实例专门专注于 **核心游戏战斗** ，不承担任何额外操作。只有在玩家完全确认他们的战斗意图后，才会将他们发送到战斗服务。

2. The headless combat servers will concentrate on the combat phase, while Nakama will be responsible for matters outside the combat scenario:① Client-side combat flow:(Combat resource loading → Combat start → In-combat → Combat end → Return to main scene)② Headless server workflow example:(Accept player session → Combat start → In-combat → Combat end → Send back settlement data → Terminate session)无头战斗服务器将专注于战斗阶段，而Nakama将负责战斗场景之外的事务：①客户端战斗流程：（战斗资源加载→战斗开始→战斗中→战斗结束→返回主场景）②无头服务器工作流程示例：（接受玩家会话→战斗开始→战斗中→战斗结束→发回结算数据→终止会话
