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Old February 1st, 2012, 04:17 PM
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Large Scale Server

I've written a multi-threaded server for a small game i'm working on.. Problem is, after about 30 clients, it starts to drop clients, and eventually they're all frozen. I just would like to know some theories for creating large scale servers. I'm using TCP, I know it's slow, but it shouldn't cause my server to come to a halt should it? I want to design a game with 300+ clients. If anyone has any knowledge or any tips just let me know. I'd be glad to hear them!

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Old February 1st, 2012, 07:03 PM
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It depends a lot on your game, but games that require the client to be kept synchronized with the server almost universally use UDP instead of TCP because it has much less overhead.
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Old February 29th, 2012, 09:05 AM
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UDP is like bulk mail. TCP is like a conference call.

Try Google this for good explanation. "Comparative analysis - TCP - UDP"

Joe Patterson

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Old March 21st, 2012, 03:35 AM
IgorRazin IgorRazin is offline
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Use boost:asio or ProstoServer.com, e.g.

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