Unity WebGL build secure socket connection problem !

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faisal007
Posts: 37
Joined: 27 Sep 2016, 09:01

Unity WebGL build secure socket connection problem !

Post by faisal007 »

Hello,

We are tying to connect our game in unity with secure web socket and getting this error:
Error[WebSocketLayer] Connection error: An exception has occurred while connecting. at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy) [0x00000] in <filename unknown>:0
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in <filename unknown>:0
at System.Net.Sockets.TcpClient.Connect (System.Net.IPEndPoint remote_end_point) [0x00000] in <filename unknown>:0
at System.Net.Sockets.TcpClient.Connect (System.Net.IPAddress[] ipAddresses, Int32 port) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Log(Object)
port 8843 is also open and we have setup keystore as well in admin panel.

TCP connection is working fine.

Thanks.
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Lapo
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Re: Unity WebGL build secure socket connection problem !

Post by Lapo »

Can you try without SSL, in other words standard websocket?
If it works we can exclude a number of issues and concentrate on SSL specific issues.

Thanks
Lapo
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faisal007
Posts: 37
Joined: 27 Sep 2016, 09:01

Re: Unity WebGL build secure socket connection problem !

Post by faisal007 »

Standard web-socket is working, and now WSS is also working on facebook, the problem was our network administrator wasn't setup SSL properly.
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faisal007
Posts: 37
Joined: 27 Sep 2016, 09:01

Re: Unity WebGL build secure socket connection problem !

Post by faisal007 »

Hello,

Just short note, i m seeing this Warning "org.jboss.netty.handler.codec.http.websocketx.WebSocketHandshakeException: not a WebSocket handshake request: missing upgrade".

Is this a problem ?
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Lapo
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Re: Unity WebGL build secure socket connection problem !

Post by Lapo »

Hi,
it is difficult to say. Regular clients should not cause that exception.

Maybe this is due to other web clients attempting to talk to the server and failing. This can happen on a live server, but I wouldn't expect this to be caused by a client using the official SFS2X API.

Hope it helps
Lapo
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gotoAndPlay()
...addicted to flash games
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