From 476bfb3e11e38625561945d08736cfead6fbabe2 Mon Sep 17 00:00:00 2001
From: JawherKl <kalleljawher4@gmail.com>
Date: Tue, 25 Mar 2025 18:07:03 +0100
Subject: [PATCH] Improve iocp content with link resource.

---
 .../content/iocp@7pgdOZomhGilBTwfJLMbm.md           | 13 +++++++++++++
 1 file changed, 13 insertions(+)

diff --git a/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md b/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
index e69de29bb..e0f34750e 100644
--- a/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
+++ b/src/data/roadmaps/server-side-game-developer/content/iocp@7pgdOZomhGilBTwfJLMbm.md
@@ -0,0 +1,13 @@
+# IOCP (I/O Completion Ports)  
+
+**I/O Completion Ports (IOCP)** is a high-performance asynchronous I/O mechanism in Windows, 
+designed to efficiently handle large numbers of concurrent network connections. It is widely 
+used in server-side game development to optimize networking performance, making it ideal for 
+MMORPGs and real-time multiplayer games. Unlike `select` or `WSA-Poll`, IOCP uses a thread 
+pool and a queue-based event system to process completed I/O operations asynchronously, 
+minimizing CPU overhead and improving scalability. By leveraging IOCP, game servers can 
+efficiently handle thousands of connections with minimal latency, making it the preferred 
+choice for high-performance Windows-based game networking.  
+
+Resources:  
+- [@documentation@Microsoft IOCP Documentation](https://learn.microsoft.com/en-us/windows/win32/fileio/i-o-completion-ports)  
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