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Why doesn't UdpClient.Receive() drop packets?
I have a server application that generates random numbers in an infinite loop and sends them via UdpClient.Send() to a broadcast multicast address.
There is a client application that also receives packets in an endless loop using UdpClient.Receive(). It's okay for now. Now I want to simulate packet loss - before UdpClient.Reсeive() I put Thread.Sleep(1000). But there is no loss - after the slip, the client receives the next packet in order of departure, as if there was no slip, and the packets were stored somewhere in an intermediate place. Moreover, even if the server is terminated, the client will continue to receive packets from somewhere until it receives all sent by the server.
What is the problem?
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