0 votes

Hello,
I am trying to set up a wss server using Linux server and HTML5.
First I set up an insecure connection and it worked pretty well, but I can't let it work with wss; I get **ERROR**: Class type: 'X509Certificate' is not instantiable.

Using Godot v3.2.beta.calinou.7f56ef365

Example code:

extends Node

# The URL we will connect to
var websocket_url:String = "wss://82.223.204.60:443"
var connected:bool

# Our WebSocketClient instance
var _client = WebSocketClient.new()
var reconnectTimer:Timer 
const reconnectionTimeout:int = 5


func _ready():
    # Connect base signals to get notified of connection open, close, and errors.
    _client.connect("connection_closed", self, "_closed")
    _client.connect("connection_error", self, "_closed")
    _client.connect("connection_established", self, "_connected")
    # This signal is emitted when not using the Multiplayer API every time
    # a full packet is received.
    # Alternatively, you could check get_peer(1).get_available_packets() in a loop.
    _client.connect("data_received", self, "_on_data")

    reconnectTimer = Timer.new()

    var certificate:X509Certificate = X509Certificate.new()
    print(certificate.load("res://starville.world_ssl_certificate.crt"))
    _client.trusted_ssl_certificate = certificate
    #_client.verify_ssl = true

    # Initiate connection to the given URL.
    reconnect()

func reconnect():
    print("reconnect, url: " + websocket_url)
    var err = _client.connect_to_url(websocket_url)
    if err != OK:
        print("unable to connect")
        set_process(false)
        if(!reconnectTimer.get_parent()): 
            add_child(reconnectTimer)
        reconnectTimer.stop()
        reconnectTimer.set_wait_time(reconnectionTimeout)
        if(!reconnectTimer.is_connected("timeout", self, "reconnect")):
            reconnectTimer.connect("timeout", self, "reconnect")
        reconnectTimer.start()
    else:
        print("Connected")
        reconnectTimer.stop()
        if(reconnectTimer.get_parent()): remove_child(reconnectTimer)
        set_process(true)

func _process(delta):
    # Call this in _process or _physics_process. Data transfer, and signals
    # emission will only happen when calling this function.
    if(_client != null): _client.poll()

func _closed(was_clean = false):
    # was_clean will tell you if the disconnection was correctly notified
    # by the remote peer before closing the socket.
    print("Connection closed, clean: ", was_clean)
    set_process(false)
    if(!reconnectTimer.get_parent()): 
        add_child(reconnectTimer)
    reconnectTimer.stop()
    reconnectTimer.set_wait_time(reconnectionTimeout)
    if(!reconnectTimer.is_connected("timeout", self, "reconnect")) :
        reconnectTimer.connect("timeout", self, "reconnect")
    reconnectTimer.start()
    connected = false

func _connected(proto = ""):
    # This is called on connection, "proto" will be the selected WebSocket
    # sub-protocol (which is optional)
    print("Connected with protocol: ", proto)
    # You MUST always use get_peer(1).put_packet to send data to server,
    # and not put_packet directly when not using the MultiplayerAPI.
    var varvar = {"hello": "world"}
    _client.get_peer(1).put_var(varvar, true)
    connected = true

func _on_data():
    # Print the received packet, you MUST always use get_peer(1).get_packet
    # to receive data from server, and not get_packet directly when not
    # using the MultiplayerAPI.
    var received = _client.get_peer(1).get_var(true)
    print("Got data from server: ", str(received))


func _exit_tree():
    _client.disconnect_from_host() 
in Engine by (12 points)

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