Closed ghost closed 5 years ago
Update: Should I use a nginx proxy so that nginx handles TLS traffic and then redirect it to the godot server ?
Fixed by using 'proxy_pass' with nginx. See https://www.nginx.com/blog/websocket-nginx/
I am having the same issue as you with ws and wss. I spent quite a bit of time trying to understand how to fix it with nginx but I have not made much progress so I am wondering if you could give a few short step by step instructions on what exactly needs to be done to make a fresh nginx installation work with a websocket godot client and server?
I am sure many other people will benefit as there doesn't seem to exist any information specifically on that topic.
For example, I used these two tutorials: https://www.reddit.com/r/godot/comments/buphx4/tutorial_about_hosting_godot_server_via_google/
https://www.reddit.com/r/godot/comments/bux2hs/how_to_use_godots_high_level_multiplayer_api_with/?utm_source=share&utm_medium=web2x
So now my godot server works fine on port 44444 with some ip given to me by the google virtual machine (works with ws but not wss).
I am guessing you added/changed something in nginx.conf your server machine? If so could you please share it?
When will this feature be added? really blocking from hosting a game on a https website and security ofcourse.
Godot version: 3.1.beta2
OS/device including version: Clientside : Gentoo Linux Kernel 4.20 / Serverside : Debian 9 Kernel 4.9
Issue description: When serving a HTML5 game on HTTPS, we must use secure websockets (wss:// instead of ws://). However, we can't just do this because nothing is happening on the server (the client browser is performing certificates verification but the godot linux server ignores it). How do you tell the godot server to start using TLS with a privatekey ? This seems unclear in the wiki because you can't just add the privatekey in a .crt file.
Error at this point Error in connection establishment ; net::ERR_SSL_PROTOCOL_ERROR