godot: mbedtls error when using private key on server
Godot version:
Godot Engine v3.2.1.stable.official - https://godotengine.org , server build
OS/device including version:
Ubuntu 18.04.4 LTS
Issue description:
Console prints mbedtls error: returned -0x7780
and connection is not established
Steps to reproduce:
Using the server build on linux try to use a private key from LetsEncrypt , then have a godot client connect.
Minimal reproduction project:
extends Node
var server: WebSocketServer = null
func _ready():
server = WebSocketServer.new()
server.private_key = load("res://privkey.key")
server.ssl_certificate = load("res://fullchain.crt")
server.listen(port, PoolStringArray(), true)
get_tree().set_network_peer(server)
func _process(delta):
if server.is_listening():
server.poll()
About this issue
- Original URL
- State: closed
- Created 4 years ago
- Comments: 15 (9 by maintainers)
Commits related to this issue
- Document secure wss:// caveats for WebSocketClient See https://github.com/godotengine/godot/issues/37739. — committed to Calinou/godot by Calinou 3 years ago
- Document secure wss:// caveats for WebSocketClient See https://github.com/godotengine/godot/issues/37739. (cherry picked from commit a56e37545bec0390784cab2efccbaa985a685eae) — committed to godotengine/godot by Calinou 3 years ago
- Document secure wss:// caveats for WebSocketClient See https://github.com/godotengine/godot/issues/37739. (cherry picked from commit a56e37545bec0390784cab2efccbaa985a685eae) — committed to KoderaSoftwareUnlimited/godot by Calinou 3 years ago
@lumenwrites Well, you need to put the fully qualified domain name there, not the IP address. The browser is also telling you that:
ERR_CERT_COMMON_NAME_INVALID
Those links should be on the websockets doc page https://docs.godotengine.org/en/stable/tutorials/networking/websocket.html