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Votes
0
Found in
2018.4
2019.4
2019.4.2f1
2020.1
2020.2
Issue ID
1260922
Regression
No
[LLAPI] Sending messages via the fragmented channel is not working
How to reproduce:
1. Open attached project "FragmentedMessages.zip" and scene "ClientSTARTScene"
2. Duplicate and open the project with uEcho plugin ('uEcho -> Add New Quick Clone -> Ending with Server'. The use of plugin is not needed, you could also Build and Run the ServerStartScene, or just manually duplicate the project)
3. In Project1 Editor (ServerStartScene), Enter Play mode
4. In Project2 Editor (ClientStartScene), Enter Play mode
5. In Project2, press Connect
6. In Project2, observe Console window
Expected result: a single 'Client received: 51' is received (51 because from the server side I am sending a msgDecode enum code of 51(CR.MULTIPLE) )
Actual result: an infinite amount of 'Client received: 0' are received, with no usable data
Reproducible with: 2018.4.25f1, 2019.4.3f1, 2020.1.0b16, 2020.2.0a18
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Resolution Note:
The issue is that the receive buffer is too small, it's receiving a 10002 byte message in a 1400 byte buffer. Increasing Globals.MAX_BYTE_AMOUNT on the client to a bigger size fixes it. The error code from the transport is NetworkError.MessageToLong but it's not being checked in the code.