I'm looking at the scalability of BlazeDS. Now I'm reading "concurrent users" everywhere, but isn't this actually concurrent connections? Since BlazeDS runs in a servlet it is limited by my threadpool, which would be pretty little if the game I want it to support could only have, say, 300 players at a time worldwide.

Now my game design is somewhat unique in that players are able to create custom enemies and upload them to the server. Other players then download these enemies when they are playing and the game wants to throw an enemy of X strength at them, but hasn't gotten one in cache. Now the game doesn't need a constant connection with the server, but it does need a request every so often, to download new enemies.

In my scenario concurrent users and concurrent connections can make a big difference as not every user needs a connection all the time, so I was wondering if this talk about concurrent users is actually concurrent connections?