I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I could use a commercial solution like SmartFoxServer or Photon, but I want to make it a learning curve by going through the pain of doing it myself. It's pretty much going to be a simple zone-room architecture that handles events and sends position updates a few times in a second.
A lot of articles I read recommended using UDP but I'm limited to TCP because my client will be a browser based flash file. I've pretty much worked out in my head how I want everything to work, the binary protocol and etc, but I'm stuck at the beginning.
I'm not quite sure how to start. I've read about 3 different types of socket communication in C#:
- Blocking - I know I can't use this because the main thread will be blocked when accepting connections and etc.
I don't know which is the better, or the obvious choice for what I'm trying to do. I want the server to be scalable and handle a few hundred concurrent connections. I tried to study SFS and it seemed like it had multiple thread pools, for accepting connections, receiving data and sending data respectively. I had it in my mind that I would do it the same way and use the ThreadPool class, but I'm not sure of the difference between non-blocking and asynchronous.
Can someone clarify to me the difference between the two and which one is the better choice for me. I would appreciate any link you think might help as well.