0 votes

Server Side:
var SreenMonitorImage ="res://Resources/001.jpg"
var image = Image.new()
image.load(SreenMonitorImage)
server.getpeer(id).putvar(image)

Client Side:
var receiveddata = _client.getpeer(1).getvar()
var image = Image.new()
image.load
jpgfrombuffer(receiveddata)
get
node("../MainLevel/MonitorBoard/MeshInstance3d").texture.set_data(image)

The fault at the Client side:
"Invalid type in function 'loadjpgfrom_buffer' in base 'Image'. Cannot convert argument 1 from Object to PackedByteArray."
How could I make the right conversion?

I tried at server side as follows:
var image2 = image.getdata()
server.get
peer(id).put_packet (image2)

But with the fault at Server side:

“E 0:00:07:0639 process: Condition "outbufsize && (wslayeventgetqueuedmsglength(data->ctx) + pbuffersize >= (1ULL << outbufsize))" is true. Returning: ERROUTOFMEMORY
<C++ Source> modules/websocket/wslpeer.cpp:245 @ putpacket()
server.gd:68 @ _connected()
server.gd:44 @ _process()”

The size of image is just 8k. What's the problem and how to solve it?

Godot version godot 4.0 beta2
in Engine by (12 points)

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