Update SSL/TLS networking tutorial (#9847)

* Update SSL/TLS networking tutorial

Swap TLS and SSL mentions (TLS is now the most widely accepted term).

Clarify that Godot now uses the trusted certifcates from the operating
system by default, and only uses the Mozilla CA bundle as a fallback.

Remove outdated export filter reference (certificates are recognized as
resources).

Warn about self-signed certificates still validating domain name when
set in project settings (and reference TLSOptions for custom behavior).

Add reference to Crypto.generate_self_signed_certificate and provide
further reference about the OpenSSL documentation.

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Fabio Alessandrelli
2024-08-29 21:39:57 +02:00
committed by GitHub
parent ff66473d3d
commit 7698f624e8
2 changed files with 26 additions and 22 deletions

View File

@@ -1,22 +1,25 @@
.. _doc_ssl_certificates:
SSL/TLS certificates
TLS/SSL certificates
====================
Introduction
------------
It is often desired to use :abbr:`SSL (Secure Sockets Layer)` connections (also
known as :abbr:`TLS (Transport Layer Security)` connections) for communications
It is often desired to use :abbr:`TLS (Transport Layer Security)` connections (also
known as :abbr:`SSL (Secure Sockets Layer)` 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.
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:
Godot will try to use the TLS certificate bundle provided by the operating system,
but also includes the
`TLS certificate bundle from Mozilla <https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt>`__
as a fallback.
You can alternatively force your own certificate bundle in the Project Settings:
.. figure:: img/tls_certificates_project_setting.webp
:align: center
@@ -24,23 +27,14 @@ but you can provide your own with a CRT file in the Project Settings:
Setting the TLS certificate bundle override project setting
When set, this file *overrides* the Mozilla certificate bundle Godot uses
by default. This file should contain any number of public certificates in
When set, this file *overrides* the operating system provided bundle by default.
This file should contain any number of public certificates in
`PEM format <https://en.wikipedia.org/wiki/Privacy-enhanced_Electronic_Mail>`__.
Remember to add ``*.crt`` as the non-resource export filter to your export
preset, so that the exporter recognizes this when exporting your project:
.. figure:: img/tls_certificates_export_filter.webp
:align: center
:alt: Adding ``*.crt`` to non-resource export filter in the export preset
Adding ``*.crt`` to non-resource export filter in the export preset
There are two ways to obtain certificates:
Acquire a certificate from a certificate authority
--------------------------------------------------
Obtain a certificate from a certificate authority
-------------------------------------------------
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
@@ -73,7 +67,17 @@ Settings.
access to it: otherwise, the security of the certificate will be
compromised.
OpenSSL has `some documentation
.. warning::
When specifying a self-signed certificate as TLS bundle in the project
settings, normal domain name validation is enforced via the certificate
:abbr:`CN (common name)` and alternative names. See
:ref:`TLSOptions <class_TLSOptions>` to customize domain name validation.
For development purposes Godot can generate self-signed certificates via
:ref:`Crypto.generate_self_signed_certificate
<class_Crypto_method_generate_self_signed_certificate>`.
Alternatively, OpenSSL has some documentation about `generating keys
<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.
and `certificates <https://raw.githubusercontent.com/openssl/openssl/master/doc/HOWTO/certificates.txt>`__.