Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Blocking versus Nonblocking server

This topic is 6512 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Our server is a windows app using Async sockets. I have been reading winsock2 books lately that say blocking sockets are the way to go for a server. We do have some intermittant crashes that are hard to debug on occasion. The game will accept 200 players at this time. The problem I am having is finding a decent mode to parse the incoming events, as I have had no luck getting the WSAEventSelect to return correctly. Currently I have enumerated a serverState but have been only able to successfully connect one player at a time using the blocking sockets paradigm. I am looking for suggestions of how to pass the connected socket off, then return to listening while keeping all players connected. In contrast any comments on async versus blocking sockets will be most appreciated. Thanks K

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!