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This is due to a change of behavior in the function StreamPeerTCP::get_status(), in version 3.5, when calling the function, the engine will check the status of the socket, and then call poll it if it's in STATUS_CONNECTING , and in version 4.0, status check was removed.
So you can try call poll() on the StreamPeerTCP object before getting the status so it's updated. 4.0 StreamPeerTCP::get_status 3.5 StreamPeerTCP::get_status
Godot version
4.0 RC5 & 3.5.1
EDIT - Upon further testing this result is in all current Release Candidates, 1-5
System information
WIN 10
Issue description
When connecting to an external TCP Socket (in a python script) the get_status() function returns the integer 1 for [all 4.0 RC's]
and properly returns 2 in 3.5.1.
The python script properly returns
f"Connection from {addr} accepted"
in both instancesSteps to reproduce
Run the Python script, Run Godot with script attached to main scene.
All code is the same for all versions of Godot. Python being ran on 3.11.0 but should be almost exactly the same with all versions 3.0+
Minimal reproduction project
zzz.zip
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