I'm making Online FPS With Client-Login/Match.S-Dedicated.S Structure. Now my client's network system is: 1. Send gamesession request packet to Login/Match.S. 2. Login/Match.S find from gameServer's list which can 1 user access. 3-1. IF server exists, send gameServer's EndPoint to client. 3-2. ELSE generate gameServer as a new Process, wait for gameServer's standby, send gameServer's EndPoint to clients waiting for. 4. client try to connect gameServer, no disconnection with Login/Match.S. Client-Dedicated.S connection always finish Successfully, but client can't send packet to Dedicated.S. I can't find where the problem is. I suppose that my computer resources are all used, so no resource allocated to deal with Seq.4. Need more informations, comment please. I will answer as fast as possible. Thanks.