Hi Jacob,
Thanks for your answer, the game is in a really early state, I am just setting the barebones of the server/client network exchange, so there is no hurry yet.
Actually, I have managed to get the client working on multithreading (the client was the problem) so maybe I would be able to sort out the problem, having the blocking functions (wolfssl.accept(), etc.) being called in a separate thread, so maybe I won't need the non-blocking setup, but it's not definitive as I haven't tested yet a real connection between server and client.
Anyway it would be nice to have this funcionality wrapped in future releases, by now I will be dealing with C# threading and wolfssl. Would you think I should expect major problems with these two working together?
Thanks a lot! I'll reply with news.