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HTTPRequest fails on sites with IPv6 #18275
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Is there any change if you use the certificate from the godot repo? |
No change. I don't think it's an SSL issue because when I forget the certs / have an SSL problem it's usually Error 4. Plus it fails on |
@CosineP can you post the output that Godot gives in the console when it fails? |
@Faless I already posted it in the OP. No further output or errors are shown. It's the same output if I copy the godot binary into the source directory and run it directly. |
@CosineP , I'm unable to reproduce either on Linux or Windows 10 with Godot 3.0.2 . Are you on an IPv6 network? Can you try compiling the latest master branch of Godot? (I recently changed a small thing that might affect behaviour of ip resolution on IPv6 network but it's not cherry picked in 3.0.x) |
@CosineP can you add:
at the beginning of your |
@Faless You hit the nail on the head with IPv6! I disabled IPv6 on my network and things started working! (Except lunaphippscostin.com.... see [1]). I added those lines, and I'll post the results for IPv6 on and off. It seems to be failing to access servers at IPv6 addresses. Here's IPv6 OFF
And here's IPv6 ON again
[1] lunaphippscostin.com is my site, so it might be my fault. But I was able to load it in my browser even after turning off IPv6... Here are the DNS records for that domain if that helps (these are the vanilla suggestions given to me by Google App Engine for registering a custom domain). I haven't compiled from master.... I don't have any tooling for compiling on Windows (I use Windows for testing and Overwatch only ^.^) so I'd really rather not.... but if you really believe that change will fix things, I'll totally set it up. Thanks for all your help so far! |
@CosineP you can always cross compile for windows from other platforms using mingw64 or you can download an unofficial nightly build provided by a member of the community. |
@Faless Wow, that nightly build is awesome, thanks!! (Whenever I think "I want x for godot", Calinou has done it ^.^) Unfortunately, the nightly build behaves exactly like 3.0.2 did :( Would a workaround be to resolve the houstname with |
@Faless No, I can't resolve the hostname first because shared hosting gleans information from the hostname used. So my only hope is a fix for HTTPRequest failing on IPv6, or, a way to specify which protocol to use on HTTPRequest. BTW, I tried again with the most recent nightly build, and it still has the same behaviour. |
Use a new subdomain ipv4.cosinegaming.com, which contains the same IP but only IPv4, so that godot will not try to use IPv6, which it cannot do (it fails Error #2). See godotengine/godot#18275 for details on that godot bug.
@CosineP can you try my branch: https://github.com/Faless/godot/tree/ipv6_detect and tell me if that fixes the problem for you? Basically, what I'm trying to do, is detecting is IPv6 is actually available on the machine before making the DNS request. EDIT: I will also work on forcing the IP resolution type for HTTPRequest, but I'm trying to have it fixed with default value first. |
I'm still unable to reproduce this. Here's the result (btw, I had to update the certs file, which was outdated and failing. Also works with the new embed certs feature)
|
Closing as this is an old issue and we haven't been able to replicate it. |
Godot version: 3.0.2 Stable
OS/device including version: Windows 10. I have IPv6 enabled.
Issue description: Accessing some sites with HTTPRequest fails with Error 2
Steps to reproduce:
Try to HTTPRequest a website with IPv6 support, with IPv6 enabled. (I believe)
Minimal reproduction project:
httprequest-fail.zip
Here's what it outputs on my Windows 10:
On linux (idk if I have IPv6 enabled though) it works perfectly:
The ca-certificates is the one from linux /etc/whatever
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