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Blocking versus Nonblocking server

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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

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