Original Post
Using C# for my asynchronous server. I ran into a server tutorial where the programmer locks all variables and uses special callbacks to access all his data that gets changed when a new message comes in from the network. Sounds painful for a space game with dozens of players sending a lot of data, so i'm wondering if there's a more in depth tutorial or book out there that describes how I need to protect variables since asynchronous networking is apparently multi-threading. Or is it overkill to bother with this?