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Connect() is not the same on WebGL as on other builds

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
35/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Stale
Tech stack
csharp, unity
Domain
networking

Research direction

Start by tracing the WebGL implementation of Connect() and the OnOpen callback, then compare that flow with non-WebGL builds. Done means await websocket.Connect() does not complete before the socket is usable, allowing the subsequent SendText("hello") call to work without polling State.

Written by the indexing model from the issue text.

Description

I'm not sure if this is by design, or an issue, but on non-WebGL builds, await websocket.Connect() will return when the socket is open (or failed, I suppose).

On WebGL however, as Connect() returns Task.CompletedTask immediately, this isn't the case, and if you have this in a "synchronous" context, the socket isn't actually available. You need to loop and wait until OnOpen is called.

So this code:

await websocket.Connect();
await websocket.SendText("hello");

doesn't work on WebGL. You need to do something like:

await websocket.Connect();

// await wrapper around coroutine call with something like Unity3dAsyncAwaitUtil
await new WaitUntil( () => websocket.State == WebSocketState.Open );

await websocket.SendText("hello");
Dominant language
C#
Stars
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Forks
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PR merge metrics
No merged PRs in 30d

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