RTS server - Is using same UDP socket for read and write inadvisable?

I suspect it, but thought I'd ask to be sure. It may be pretty obvious.

I am getting unexpected explosions on my Java RTS server since I am completing adding UDP packet sending alongside TCP. I suspect I must have a listen datagram socket and a write datagram socket, and not use the same one for both read and write? Have 2 separate UDP sockets for each need?
So, if the server uses both TCP and UDP to send game updates to the client, and listen, each client must also receive TCP and UDP for reliability? But, are there complications? The server sends state updates in UDP over TCP. and the same for the client sending player activity to the server. Two UDP sockets? on clients and server? A TCP listener class and  UDP listener class?
Must each client engine have datagram outs and ins, and TCP outs and ins? 2 TCP,  out and in, 2 UDP, an out and an in?

I use delegates to send and receive. Must each client delegate class on the server have UDP and TCP outs and ins?
Doesn't this much overlap cause conflicts, even on different ports?

I should let the kernel choose the ports for new udpsockets?
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UDP is not reliably...

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