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Question by Raistlin2015 · Oct 21, 2020 at 01:50 AM · androidwebrequestsslnodejs

Android HTTPS POST Request

I am having a heck of a time wrapping my head around the TLS handshake concept

Unity Docs use this:

 using UnityEngine.Networking;
 using System.Security.Cryptography.X509Certificates;
  
 // Based on https://www.owasp.org/index.php/Certificate_and_Public_Key_Pinning#.Net
 class RequestCertificate: CertificateHandler
 {
     // Encoded RSAPublicKey
     private static string PUB_KEY = "30818902818100C4A06B7B52F8D17DC1CCB47362" +
         "C64AB799AAE19E245A7559E9CEEC7D8AA4DF07CB0B21FDFD763C63A313A668FE9D764E" +
         "D913C51A676788DB62AF624F422C2F112C1316922AA5D37823CD9F43D1FC54513D14B2" +
         "9E36991F08A042C42EAAEEE5FE8E2CB10167174A359CEBF6FACC2C9CA933AD403137EE" +
         "2C3F4CBED9460129C72B0203010001";
  
     protected override bool ValidateCertificate(byte[] certificateData)
     {
         X509Certificate2 certificate = new X509Certificate2(certificateData);
         string pk = certificate.GetPublicKeyString();
         if (pk.Equals(PUB_KEY))
             return true;
  
         // Bad dog
         return false;
     }
 }


I am using a node / express server with a Letsencrypt certificate.

I tried UnityWebRequest first.

     protected IEnumerator Register()
     {
         List<IMultipartFormSection> wwwForm = new List<IMultipartFormSection>();
         wwwForm.Add(new MultipartFormDataSection("name", uName.text));
         wwwForm.Add(new MultipartFormDataSection("email", uEmail.text));
         wwwForm.Add(new MultipartFormDataSection("screenName", uScreenName.text));
         wwwForm.Add(new MultipartFormDataSection("password", uConPass.text));
  
         UnityWebRequest www = UnityWebRequest.Post(US_GameManager.API_URL + "users/store-user", wwwForm);
         www.certificateHandler = new RequestCertificate();
         Debug.Log(www.certificateHandler);
         yield return www.SendWebRequest();
  
         if (www.isNetworkError || www.isHttpError)
         {
             debugText.text += " Error: " + www.error;
         }
         else
         {
  
         }
     }


I get

Mono.Security.Interface.TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: UNITYTLS_X509VERIFY_NOT_DONE

Then I tried

     public void SendRegisterRequest(string endPoint, RegistrationRequestBody playerData)
     {
         var http = (HttpWebRequest)WebRequest.Create(US_GameManager.API_URL + endPoint);
         http.ContentType = "application/json";
         http.Method = "POST";
         string l_result = string.Empty;
  
         using (var streamWriter = new StreamWriter(http.GetRequestStream()))
         {
             string reqBody = JsonConvert.SerializeObject(playerData);
             streamWriter.Write(reqBody);
             streamWriter.Flush();
             streamWriter.Close();
  
             var response = (HttpWebResponse)http.GetResponse();
  
             using (var streamReader = new StreamReader(response.GetResponseStream()))
             {
                 l_result = streamReader.ReadToEnd();
                 debugText.text += $"SendRegisterRequest() {l_result} \n";
             }
         }
  
         m_regRes = (RegistrationResponseBody)DSRegistraionResponse(l_result);
  
         debugText.text += $" m_regRes: {m_regRes} route: {US_GameManager.API_URL }{m_endPoint} \n";
  
         Debug.Log("Reg Res: " + m_regRes.Message);
         // response body status == 200
         if (m_regRes.Status == 200)
         {
             sceneManager.SetUserId(m_regRes.userId);
             print("RES userId: " + m_regRes.userId);
             debugText.text += $" m_regRes: {m_regRes} route: {m_endPoint} \n";
             Player.name = m_regRes.name;
             Player.userId = m_regRes.userId;
             Player.screenName = m_regRes.screenName;
             Player.scores = m_regRes.scores;
             Player.lastScenePlayed = m_regRes.lastScenePlayed;
             Player.friendsList = m_regRes.friendsList;
             Player.isLoggedIn = true;
             PlayerPrefs.SetString("userID", m_regRes.userId);
             //sceneManager.LoadScene(2); // Registration successful => load lobby
         }
     }



And to make matters worse this code makes it to the same API

     public async void CheckEmailExists(string email)
     {
         //Debug.Log("SceneManager.GetUserById() UserId exists");
         try
         {
             HttpResponseMessage response = await client.GetAsync(US_GameManager.API_URL + checkEmailRoute + email);
             response.EnsureSuccessStatusCode();
             string responseBody = await response.Content.ReadAsStringAsync();
             print($"Found Email: {responseBody}");
             if (responseBody == "200")
             {
                 emailExistsError.gameObject.SetActive(true);
             }
         }
         catch (HttpRequestException e)// 404 rout not found because there is no UserId stored on device
         {
             Debug.Log(e);
         }
     }



With the same result. One thing that throws me is when is RequestCertificate.ValidateCertificate() being called? Any and all help is greatly appreciated.

@jdnichollsc @GuiiDo

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