For my network game - RTS - my clients are joining the server, and the server is instantiating a serverClient object to handle all the dealings with that client.
Is that correct?
the serverClient class will have its own Socket to gather communication from that client? Won't that blow the server's mind out? with that many sockets for a bigger game on top of the server's own socket?
And those serverClients update a gameState state representation?
Do I update the gameState clock every time a server cycle concludes (i.e. every client has sent a packet for that frame?) and the game state updates after every cycle, also.
I suppose RTS servers never get overburdened.