Godot Version
4.2.1
Question
I have set up the Websocket Chat demo to use wss and the client be delivered by my webserver as HTML5. It works fine!
Now I want to do the same for the Websocket Multiplayer Demo, but the client won’t connect. I can’t work out what I’m doing wrong. Can anyone help please?
So far, in main.gd, I’ve added:
@export var tls_cert: X509Certificate
var tls_key: CryptoKey
var server_tls_options
var client_tls_options
func _onready():
# tls_cert = set in Inspector and included in export
tls_key = load("/home/tobyjones/Godot 4 Dev/certificates/privkey.key")
server_tls_options = TLSOptions.server(tls_key, tls_cert)
client_tls_options = TLSOptions.client(tls_cert)
and changed:
func _on_Host_pressed():
multiplayer.multiplayer_peer = null
#OLD peer.create_server(DEF_PORT)
peer.create_server(DEF_PORT,"*",server_tls_options)
multiplayer.multiplayer_peer = peer
_game.add_player(1, _name_edit.text)
start_game()
func _on_Connect_pressed():
multiplayer.multiplayer_peer = null
#OLD peer.create_client("ws://" + _host_edit.text + ":" + str(DEF_PORT))
peer.create_client("wss://" + _host_edit.text + ":" + str(DEF_PORT), client_tls_options)
multiplayer.multiplayer_peer = peer
start_game()
and set the hostname to:
my_server.westeurope.cloudapp.azure.com
I’m exporting the app as HTML5 and serving via Apache, just as I did with the chat demo.
I’m probably missing something obvious - any help would be appreciated, thank you.