so I have this real-time game, with a C++ sever with using SFML library , and client using asyncsocket, also disables nagle. I'm sending 30 packets every 1 second. There is no problem sending from the client to the server, but when sending from the server to the clients, some of the packets are migrating. For example, if I'm sending "a" and "b" in completly different packets, the client reads it as "ab". It's happens just once a time, but it makes a real problem in the game.
So what should I do? How can I solve that? Maybe it's something in the server? Maybe OS settings?
To be clear: I AM NOT using nagle but I still have this problem.