Ok, I see. The lack of multithreading will force a blitz app to wait at least until a connection is established, and even only this may take a while. A solution is to use a dll that is doing the tcp traffic job as a parallel process. There are several solutions floating around (I think "etna" and RakNet ).
I use TCP only for the http part of a multiplayer game, the game data is sent with UDP. MOstly critical is the livesign signal the game host has to send to the http host frequently. The clients of the game have no connection to the http server.
But I see, you're after MMORPG that requires a diffrent architecture.
I use TCP only for the http part of a multiplayer game, the game data is sent with UDP. MOstly critical is the livesign signal the game host has to send to the http host frequently. The clients of the game have no connection to the http server.
But I see, you're after MMORPG that requires a diffrent architecture.