Harden WebSocket reconnection logic in Unity plugin#22
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Three defensive fixes to prevent stale state from blocking reconnection: - Add _connecting guard to prevent overlapping ConnectAsync calls - Check socket identity before clobbering _isConnected in catch/finally blocks, so a stale receive loop or failed attempt can't reset state that a newer successful connection already set - Add 10s timeout on ConnectAsync so hanging TCP connections don't block reconnection indefinitely
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Summary
Defensive fixes to the Unity plugin's WebSocket reconnection logic to prevent stale state from blocking reconnection:
_connectingflag so overlappingConnectAsynccalls are skipped rather than racing each otherConnectAsynccatch block andReceiveLoopAsyncfinally block now verify_webSocket == ownSocketbefore clearing_isConnected, preventing a stale/cancelled attempt from clobbering a newer successful connectionConnectAsyncvia linkedCancellationTokenSourceso hanging TCP connections can't block reconnection indefinitelyTest plan