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  4. Sockets - Roughly, how many clients can a server handle for gaming purposes

Sockets - Roughly, how many clients can a server handle for gaming purposes

Scheduled Pinned Locked Moved C / C++ / MFC
c++game-devsysadmintestingbeta-testing
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  • S Offline
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    simon alec smith
    wrote on last edited by
    #1

    I would like to know, the above mentioned, for a car racing game, would the server be able to handle say a thousand cars. Can anybody suggest a means of testing such a venture? I am working in MFC at the moment. Thanks Simon.

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    • S simon alec smith

      I would like to know, the above mentioned, for a car racing game, would the server be able to handle say a thousand cars. Can anybody suggest a means of testing such a venture? I am working in MFC at the moment. Thanks Simon.

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      C Offline
      cmk
      wrote on last edited by
      #2

      The limit isn't likely going to be based on the network limits. It will be based on the game engine and the way data is exchanged with the clients. See: 4.8 How many simultaneous sockets can I have open with Winsock? http://tangentsoft.net/wskfaq/advanced.html[^] Also read up on how to impliment IOCP. e.g. http://msdn.microsoft.com/en-us/magazine/cc302334.aspx[^] http://www.codeproject.com/info/search.aspx?artkw=iocp[^]

      ...cmk The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying. - John Carmack

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      • S simon alec smith

        I would like to know, the above mentioned, for a car racing game, would the server be able to handle say a thousand cars. Can anybody suggest a means of testing such a venture? I am working in MFC at the moment. Thanks Simon.

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        M Offline
        Moak
        wrote on last edited by
        #3

        One thousand sockets doesn't sounds like impossible. I guess you will hit limitations somewhere else, for example traffic limitation of your internet provider or performance bottlenecks in your server (who has to handle and distribute events to all clients). Hope it helps.

        My webchat in Europe :java:

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