Dev log (Day 16)


 I'm pooped. So, this morning I finished saving all the logic required for setting up a basic in game wallet. I've been able to parse asset data like the NFT'S name, uri, and the asset index and save that variable within the game engine. This allows users to check their account balance from a pre saved database. Having gotten my NFT'S uri which is a link to the asset's meta data, the next problem I ran into was ssl/tls handshake error between the game client and my hosted web server. The first fix involved generating a .crt certificate file from my server's .pem (also a server certificate but with public/private keys) digital certificate and then place that .crt file (server certificate) in Godot engine to use for making secured http request to the server. That didn't work, I still keep on getting the following errors Error 4: read and write error Error 5: handshake error. So I think something else is wrong. My next guess is that I'm using the wrong node for making request to the server so I've changed the node from http.request node to a http.Client node. 

Apparently, there's a bug in godot engine 3.4.3 that returns a null poolbyte array when parsing a .json file from a self hosted simple python web server. Downloading image files work seamlessly, but .json and .txt files return empty bodies even though the server debugger clearly shows that the GET method executed successfully. 

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