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Asked: May 10, 20262026-05-10T18:39:37+00:00 2026-05-10T18:39:37+00:00

I’m programming an online game for two reasons, one to familiarize myself with server/client

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I’m programming an online game for two reasons, one to familiarize myself with server/client requests in a realtime environment (as opposed to something like a typical web browser, which is not realtime) and to actually get my hands wet in that area, so I can proceed to actually properly design one.

Anywho, I’m doing this in C++, and I’ve been using winsock to handle my basic, basic network tests. I obviously want to use a framelimiter and have 3D going and all of that at some point, and my main issue is that when I do a send() or receive(), the program kindly idles there and waits for a response. That would lead to maybe 8 fps on even the best internet connection.

So the obvious solution to me is to take the networking code out of the main process and start it up in its own thread. Ideally, I would call a ‘send’ in my main process which would pass the networking thread a pointer to the message, and then periodically (every frame) check to see if the networking thread had received the reply, or timed out, or what have you. In a perfect world, I would actually have 2 or more networking threads running simultaneously, so that I could say run a chat window and do a background download of a piece of armor and still allow the player to run around all at once.

The bulk of my problem is that this is a new thing to me. I understand the concept of threading, but I can see some serious issues, like what happens if two threads try to read/write the same memory address at the same time, etc. I know that there are already methods in place to handle this sort of thing, so I’m looking for suggestions on the best way to implement something like this. Basically, I need thread A to be able to start a process in thread B by sending a chunk of data, poll thread B’s status, and then receive the reply, also as a chunk of data., ideally without any major crashing going on. ^_^ I’ll worry about what that data actually contains and how to handle dropped packets, etc later, I just need to get that happening first.

Thanks for any help/advice.

PS: Just thought about this, may make the question simpler. Is there a way to use the windows event handling system to my advantage? Like, would it be possible to have thread A initialize data somewhere, then trigger an event in thread B to have it pick up the data, and vice versa for thread B to tell thread A it was done? That would probably solve a lot of my problems, since I don’t really need both threads to be able to work on the data at the same time, more of a baton pass really. I just don’t know if this is possible between two different threads. (I know one thread can create its own messages for the event handler.)

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  1. 2026-05-10T18:39:38+00:00Added an answer on May 10, 2026 at 6:39 pm

    The easiest thing

    for you to do, would be to simply invoke the windows API QueueUserWorkItem. All you have to specify is the function that the thread will execute and the input passed to it. A thread pool will be automatically created for you and the jobs executed in it. New threads will be created as and when is required.

    http://msdn.microsoft.com/en-us/library/ms684957(VS.85).aspx

    More Control

    You could have a more detailed control using another set of API’s which can again manage the thread pool for you –

    http://msdn.microsoft.com/en-us/library/ms686980(VS.85).aspx

    Do it yourself

    If you want to control all aspects of your thread creation and the pool management you would have to create the threads yourself, decide how they should end , how many to create etc (beginthreadex is the api you should be using to create threads. If you use MFC you should use AfxBeginThread function).

    Send jobs to worker threads – Io completion Ports

    In this case, you would also have to worry about how to communicate your jobs – i would recommend IoCOmpletionPorts to do that. It is the most scalable notification mechanism that i currently know of made for this purpose. It has the additional advantage that it is implemented in the kernel so you avoid all kinds of dead loack sitautions you would encounter if you decide to handroll something yourself.

    This article will show you how with code samples –

    http://blogs.msdn.com/larryosterman/archive/2004/03/29/101329.aspx

    Communicate Back – Windows Messages

    You could use windows messages to communicate the status back to your parent thread since it is doing the message wait anyway. use the PostMessage function to do this. (and check for errors)

    ps : You could also allocate the data that needs to be sent out on a dedicated pointer and then the worker thread could take care of deleting it after sending it out. That way you avoid the return pointer traffic too.

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