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[Godot] Websocket dropping data violates TCP reliability and congestion control #31
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a semi workaround is changing the buffer size manually, but it wont stop the websocketpeer from stalling when its full.
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We have some work being done to fix this, we made a PR upstream to see if Godot will take it first. godotengine/godot#98167 |
@SkogiB Out of curiosity, have you guys determined a criteria for how long is reasonable to wait for a PR to be merged upstream by Godot? I think it's good that y'all are trying to get some of your fixes merged upstream. As long as it doesn't cause too long of a delay. Having an upper limit of "waiting for Godot" time would probably be a good thing to consider. Maybe it could even be a variable limit depending on the severity of the issue. Lower severity issues can prolly afford to wait a bit longer, while higher severity issues have a shorter time limit. IDK just spitballing ideas. |
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Tested versions
v4.0.beta10.official
System information
N/A
Issue description
See original issue in the Godot repo:
godotengine/godot#70738
The issue has been open since Dec 30, 2022
From the original post:
Steps to reproduce
N/A
Minimal reproduction project (MRP)
N/A
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