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This is one of the most important things that should be done for TCP-based multiplayer games.
In a simulation with 1000 clients on my machine the CPU usage dropped from 88% to 75%, but what is more important is that the elapsed time down from 2:26 minutes to 1:46.
(A note for the end-user: don't use this library, it's terribly designed, especially the concurrency part. It's not suitable for any modern real-world project).