It is necessary somewhere to register the function Sleep on the server so that the packets are lost.
Customer:
Network network; ServerUDP client; try { client.CreateSOCKET(); int col = 1; string text = "Hello from Client"; while (col <= 100) { string s = std::to_string(col); client.SendTo(text + s,client.serv); cout << "SEND " << s << endl; string answer; // int bytes_recv = client.RecvFrom(answer); // cout << "Recv msg: " << answer << endl << endl; // cout << text + s << endl; col++; } client.CloseSOCKET(); } catch (string errorMsgText) { cout << endl << errorMsgText; } Server:
Network network; ServerUDP sUDP; try { sUDP.CreateSOCKET(); if (sUDP.Bind() == 0) { //Sleep(20000); while (true) { string msg; //Sleep(100); int bytes_recv = sUDP.RecvFrom(msg); if (bytes_recv != SOCKET_ERROR) { cout << msg << endl; sUDP.SendTo(msg); } /*while (int bytes_recv = sUDP.RecvFrom(msg) && bytes_recv != SOCKET_ERROR) { cout << msg << endl; sUDP.SendTo(msg); }*/ cout << "Next User" << endl; Sleep(100); } } sUDP.CloseSOCKET(); }