Unity freezes after 180 minutes of not sending any data but only receiving
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Quiet
- Domain
- game-dev, networking
Research direction
No source file or test is named. Start by reproducing the freeze with Unity 6000.0.35f1, the standalone heartbeat server, and NativeWebSocket while comparing the Godot WebSocketPeer client; inspect the connection and receive/keepalive behavior. Done means identifying the cause of the three-hour lockup and verifying that the Unity client remains responsive during the same long-running test.
Written by the indexing model from the issue text.
Description
I have built a stand alone server that sends out a heartbeat every 5 seconds.
My Unity client connects to the server via websocket and displays the heartbeat message it receives. After 3 hours, Unity will freeze and lock up and I have to use task manager to kill it. I can repeat this 100%. Using Unity 6000.0.35f1
I have the same client program running in Godot via WebSocketPeer and it runs with no problem so it's not the server.
Does the NativeWebSocket require some type of "reply" from the client to maybe keep the connection alive?
- Dominant language
- C#
- Stars
- 1.7k
- Forks
- 206
- PR merge metrics
- No merged PRs in 30d
Getting set up
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First steps
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- Open a pull request that references the issue number.
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