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When we connect to a WebSocket server that sends more than 65535 bytes to Godot, the WebSocketPeer seems to break without any error, doesn't receive further messages and doesn't disconnect if the server shuts down.
This is somewhat related to #70738 but I still would count this as a different bug.
Steps to reproduce
Create a minimal WebSocketServer that sends more than 65535 bytes to the client after connecting.
The example files include:
A JS WebSocket Server (requires ws to be installed over npm)
An example Godot project that will break when trying to connect to the JS WebSocket Server
I'm doing the following:
Send a small package of 32780 bytes which will be received
Send a large package of 131072 bytes which will crash the WSPeer
Send a small package of 32780 bytes to show that no more messages can be received
Now, close the server and see that the client never goes into STATE_CLOSING or STATE_CLOSED
Godot version
4.1.3-stable
System information
Godot v4.1.3.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3667) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)
Issue description
When we connect to a WebSocket server that sends more than
65535 bytes
to Godot, the WebSocketPeer seems to break without any error, doesn't receive further messages and doesn't disconnect if the server shuts down.This is somewhat related to #70738 but I still would count this as a different bug.
Steps to reproduce
Create a minimal WebSocketServer that sends more than
65535 bytes
to the client after connecting.The example files include:
I'm doing the following:
32780 bytes
which will be received131072 bytes
which will crash the WSPeer32780 bytes
to show that no more messages can be receivedSTATE_CLOSING
orSTATE_CLOSED
Minimal reproduction project
Example Files
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