mirror of https://github.com/godotengine/godot
We incorrectly assumed that the `payload_length` in the recv start callback of wslay was the final message size, but according to the WebSocket protocol, the payload length always refers to the current frame's payload size. The protocol, in fact, do not include a "message payload" length on purpose to allow sending messages of unknown size without forcing the sender to buffer the whole message (RFC6455 Section 5.4). This means a receiving peer has no way to know beforehand how long a message will be, and needs instead to keep track of the length of each frame until the FIN one is received to properly reconstruct the message at the end. |
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| .. | ||
| doc_classes | ||
| editor | ||
| SCsub | ||
| config.py | ||
| emws_peer.cpp | ||
| emws_peer.h | ||
| library_godot_websocket.js | ||
| packet_buffer.h | ||
| register_types.cpp | ||
| register_types.h | ||
| remote_debugger_peer_websocket.cpp | ||
| remote_debugger_peer_websocket.h | ||
| websocket_multiplayer_peer.cpp | ||
| websocket_multiplayer_peer.h | ||
| websocket_peer.cpp | ||
| websocket_peer.h | ||
| wsl_peer.cpp | ||
| wsl_peer.h | ||