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Asynchronous vs multi-threaded C++ server for online game?
Online game - shooter, 60 requests per second from each player. There are 60 people in one game session.
What is better to use in this case, when writing a C ++ server, multithreading or asynchrony?
And if there is, then some guides or something on the topic of server multithreading and asynchrony.
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You have taken on an overwhelming task for your skill, judging by the question.
Multithreading is MVP, it's easier to develop and debug a prototype. Do this for a start, it will work up to a certain point.
But for a high load, you will have to do it asynchronously, and in many processes, which will also be on different cluster machines.
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