Hi guys, Is this normal practice? Since we have thousands of ports but we are also able to overload a single port with too much data flow. Should unique ports be allocated to different players ? To help with management of multiple players? Would such a thing enable something like mass multiplayer? Regarding my servers ability to manage incoming data flow. I don't have a game design for a huge multiplayer and it's not necessarily the goal, but I am sitting at a crossroads and trying to get my head around doing something with an intended experience more social for the user than the things I have made before. And last time I made a multiplayer chat room I discovered that a single port can only receive and process so much data at one time, likewise the port may only flow so much data outward reliably, in the one frame that is; so I wonder if utilizing multiple ports allow for larger flux of simultaneous data intake and flow on the host cpu for processing and redelivery to clients by server. I wonder also if I wanted an experience where players could host a server and have clients join, and the host could quit game and the server can migrate to the following player as to not end game, I wonder if using multiple ports of delivery, and maybe some dedicated listener flow can help keep the other players in contact with each other in the event the game host crashed. And so some kind of decision can be made on clients for an inheritance of host. I have other thoughts such as Is it possible to set up a multiplayer communistically. Where actually everybody is the server and client. So in a quad of four players they all actually connected to each other instead of relayed through a prime or dedicated deliverer. What are the negative implications of such a thing and how serious do you think those implications might be? Sorry for complex.