Currently I'm planning to design a dedicated server in C# for an XNA game where up to 32 players will be able to connect at the same time. I have had experience in networking with System.Net, but I've not had to deal with quite a large player count before.
I know from heart that creating and destroying threads (especially one for each player) is not going to be a good idea, and I'm unsure whether or not to use a ThreadPool due to the "wait in line when no threads are available" nature. So, I've decided (pretty much as my only last option) to use Async to handle the large client count.
But I'm still unsure whether or not this is a wise choice, or if I should be using something else to suit my demanding needs.
Apologies if this question sounds bleak, but I'm pretty stumped - help much appreciated!