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Merge pull request #9148 from Calinou/ssl-certificates-update
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Update SSL/TLS certificates page for Godot 4.x
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mhilbrunner committed Mar 28, 2024
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107 changes: 56 additions & 51 deletions tutorials/networking/ssl_certificates.rst
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:article_outdated: True

.. _doc_ssl_certificates:

SSL certificates
================
SSL/TLS certificates
====================

Introduction
------------

It is often desired to use SSL connections for communications to avoid
"man in the middle" attacks. Godot has a connection wrapper,
:ref:`StreamPeerTLS <class_StreamPeerTLS>`,
which can take a regular connection and add security around it. The
:ref:`HTTPClient <class_HTTPClient>`
class also supports HTTPS by using this same wrapper.

Godot includes SSL certificates from Mozilla, but you can provide your own
with a .crt file in the project settings:
It is often desired to use :abbr:`SSL (Secure Sockets Layer)` connections (also
known as :abbr:`TLS (Transport Layer Security)` connections) for communications
to avoid "man in the middle" attacks. Godot has a connection wrapper,
:ref:`StreamPeerTLS <class_StreamPeerTLS>`, which can take a regular connection
and add security around it. The :ref:`HTTPClient <class_HTTPClient>` and
:ref:`HTTPRequest <class_HTTPRequest>` classes also support HTTPS using
this same wrapper.

.. image:: img/ssl_certs.png
Godot includes the
`SSL certificate bundle from Mozilla <https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt>`__,
but you can provide your own with a CRT file in the Project Settings:

This file should contain any number of public certificates in
`PEM format <https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail>`__.
.. figure:: img/tls_certificates_project_setting.webp
:align: center
:alt: Setting the TLS certificate bundle override project setting

Of course, remember to add .crt as filter so the exporter recognizes
this when exporting your project.
Setting the TLS certificate bundle override project setting

.. image:: img/add_crt.png
When set, this file *overrides* the Mozilla certificate bundle Godot uses
by default. This file should contain any number of public certificates in
`PEM format <https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail>`__.

There are two ways to obtain certificates:
Remember to add ``*.crt`` as the non-resource export filter to your export
preset, so that the exporter recognizes this when exporting your project:

Approach 1: self signed cert
----------------------------
.. figure:: img/tls_certificates_export_filter.webp
:align: center
:alt: Adding ``*.crt`` to non-resource export filter in the export preset

The first approach is the simplest: generate a private and public
key pair and add the public key (in PEM format) to the .crt file.
The private key should go to your server.
Adding ``*.crt`` to non-resource export filter in the export preset

OpenSSL has `some
documentation <https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/keys.txt>`__ about
this. This approach also **does not require domain validation** nor
requires you to spend a considerable amount of money in purchasing
certificates from a CA.
There are two ways to obtain certificates:

Approach 2: CA cert
-------------------
Acquire a certificate from a certificate authority
--------------------------------------------------

The second approach consists of using a certificate authority (CA)
such as Verisign, Geotrust, etc. This is a more cumbersome process,
but it's more "official" and ensures your identity is clearly
represented.
The main approach to getting a certificate is to use a certificate authority
(CA) such as `Let's Encrypt <https://letsencrypt.org/>`__. This is a more
cumbersome process than a self-signed certificate, but it's more "official" and
ensures your identity is clearly represented. The resulting certificate is also
trusted by applications such as web browsers, unlike a self-signed certificate
which requires additional configuration on the client side before it's
considered trusted.

Unless you are working with large companies or corporations, or need
to connect to someone else's servers (i.e., connecting to Google or some
other REST API provider via HTTPS), this method is not as useful.
These certificates do not require any configuration on the client to work, since
Godot already bundles the Mozilla certificate bundle in the editor and exported
projects.

Also, when using a CA issued cert, **you must enable domain
validation**, to ensure the domain you are connecting to is the one
intended, otherwise any website can issue any certificate in the same CA
and it will work.
Generate a self-signed certificate
----------------------------------

If you are using Linux, you can use the supplied certs file, generally
located in:
For most use cases, it's recommended to go through certificate authority as the
process is free with certificate authorities such as Let's Encrypt. However, if
using a certificate authority is not an option, then you can generate a
self-signed certificate and tell the client to consider your self-signed
certificate as trusted.

.. code-block:: none
To create a self-signed certificate, generate a private and public key pair and
add the public key (in PEM format) to the CRT file specified in the Project
Settings.

/etc/ssl/certs/ca-certificates.crt
.. warning::

This file allows HTTPS connections to virtually any website (i.e.,
Google, Microsoft, etc.).
The private key should **only** go to your server. The client must not have
access to it: otherwise, the security of the certificate will be
compromised.

Or pick any of the more specific certificates there if you are
connecting to a specific one.
OpenSSL has `some documentation
<https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/keys.txt>`__
about this. For local development purposes **only**, `mkcert
<https://github.com/FiloSottile/mkcert>`__ can be used as an alternative.

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