Well i'm not sure if this is related, but i've, since my post, toyed around with 39dll and am doing great. I've got lobby with syncing games and a side chat. But i experience a strange problem: The chat messages the first client to connect (i tried up to 3 at a time) send super fast and are received just as quickly on all three clients. However, chat messages sent on the other two clients take an unknown amount of time to 'send'; All the clients chat's are updated at the exact same time, so it's not simple lag; it seems as if the other player's chat messages just are having a hard time getting through the server.
I use a server program to process all the data; when you press enter on a client, it sends the player name and the keyboard_string to the server. simply, it's then copied into a new message that's sent to everyone. Now why do i experience this delay in message processing? It processes client 1's messages as quickly as i press enter on everybody's screen, yet the other clients' messages take what seems to be a pre-measured time to be delivered. Even if i were to send a message on client2 and then one on client 1, client 1's message is put through first (unless, like i said, that seemingly allotted amount of time is up).
What could be causing this? I really don't think it's lag. It feels almost like a port error; on all the clients, they attempt to connect to the same port on the server. Is this a bad thing?
I'm sorry, but if so, how should i get a new port for each client? How CAN i until after they've connected on some port? should i have one port dedicated to port assignment? They, as soon as they hit the lobby, connect to that port where they are given a new port based on an array and quickly jump out of the connection?
Edit: ------------
I got it working just fine by using objects to do the computing as players instead of just running a for loop. Can anyone explain why the for loop wasn't really working except for the first client? I ran checks to make sure it was cycling all the wall through, and it was. It even
showed a delay in receiving the message from client2 and then even after it processed it, there was a delay before it was received by the clients. Talk about odd?
Also, now that i look at tcplisten again, the fact you specify how many people can be
waiting pretty much means it's perfectly fine for more than one person to connect through one port, huh?

Thanks for your post it did help.
Edited by LedgendaryHero, 15 June 2011 - 06:27 PM.