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Home/ Questions/Q 7660501
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T13:28:28+00:00 2026-05-31T13:28:28+00:00

Recently I started developing simple flash (flash is limited to tcp) real time multiplayer

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Recently I started developing simple flash (flash is limited to tcp) real time multiplayer game and I needed a server to provide communication between clients. I decided to use Delphi XE + Indy for this purpose but I found out that Indy offers the synchronous communication model. (I have never used any of the Indy components.)

What I understood till now is that the synchronous (blocking) model limits concurrency and thus makes Indy TCP server component inappropriate for real time multiplayer game.

My question is : Should I use non-blocking communication and what are the best tools (components,classes etc) to implement it?

Also I will be very very happy if you provide me with example (source code) of using this tool to broadcast a message. – I want to send same message to each member of a particular “room” at once (but not send the message to other rooms’ members.).

PS
Sorry for my poor english (I dont speak it natively) 🙂

Thanks in advance. Any help is appreciated.

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  1. Editorial Team
    Editorial Team
    2026-05-31T13:28:30+00:00Added an answer on May 31, 2026 at 1:28 pm

    You are misunderstanding how Indy works. Yes, it does use blocking sockets, but that does not mean it cannot be used asynchronously. The TIdTCPServer component is multi-threaded. It handles multiple client connections in parallel. It is certainly possible to send messages from one client to another, and to broadcast messages to multiple clients. I have posted such examples many times before on StackOverflow, the Embarcadero forums, and the Indy forum. Next time, please do a little research before asking questions.

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