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[4.4 beta 1] TLS Handshake Error with Godot HTTPRequest #101910
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I am not in the right area right now, but try running a TLS analyzer on https://graph.oculus.com and https://www.google.com/ and see what's different. |
Hello @fire , below is the analysis I performed using the tool: SSLLabs. The following key details were observed: TLS Version Support
Key Usage
Cipher SuitesGoogle supports the following Cipher Suites:
Meta supports the following Cipher Suites:
|
I can confirm the issue (on Debian 12), the error (-28800, i.e. -0x7080) is |
Indeed, running in verbose mode I get:
So my suspects on TLS Handshake record layer fragmentation being the cause seems to be correct. Will investigate if we can try to fallback to TLS 1.2 manually in that scenario. |
For reference, this is the mbedTLS issue -> Mbed-TLS/mbedtls#1840 I also have a branch implementing "retrying" the TLS connection using 1.2 in that scenario ( https://github.com/Faless/godot/tree/tls/fallback_to_tls12 ) but it's very hacky, and I don't particularly like the solution tbh (it forces us to keep track of a bunch of settings to re-attempt the TCP reconnection). I've been thinking about an alternative adding a global setting, and a TLSOption one, to force the maximum version of TLS to 1.2 instead, and let the devs handle this if necessary until mbedTLS implements the feature (hopefully soon?). |
Tested versions
4.4 beta 1
System information
Windows 11 - Godot 4.4 beta 1 - Vulkan (Mobile)
Issue description
I’m encountering a TLS handshake error when trying to make a request to https://graph.oculus.com/ using Godot's HTTPRequest.
CPP ERROR:
E 0:00:01:0639 StreamPeerMbedTLS::_do_handshake: TLS handshake error: -28800
<C++ Source> modules\mbedtls\stream_peer_mbedtls.cpp:88 @ StreamPeerMbedTLS::_do_handshake()
Steps to reproduce
Minimal reproduction project (MRP)
teste-vr.zip
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