Godot server scalability question

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:bust_in_silhouette: Asked By solstice

Okay so here’s the project:

So, basically, each client connects to the server (which is just a godot executable). When a client enters the matchmaking queue, it is put in a room with an opponent that was also in the queue.

The game itself is turn-based and is comparable to billiard. Only the direction and force of the shot is sent across and when a player is aiming, the “mouse position” (in the end it’s going to be a mobile game, so touch position will be sent later) is also sent (to show where the other player is currently aiming at).

My question is now, if my architecture is even scalable. When you create a new server like this:

network.create_server(DEFAULT_PORT, MAX_PLAYERS)

it suggests

int max_players = 32. I started worrying that maybe I chose the wrong approach.

If the game succeeds, there could easily be 100 - 150 players at a time. Could my approach handle this?
I’m probably overthinking this.