I'm trying to update my application's TcpClient to use TLS with SslStream instead of the normal Stream, the code i'm using for this seems to work outside of Unity, but fails when integrated in my Unity 2019.1.8 (tested on 2018 and 2017 as well) project.
To establish a connection and open a new SslStream I use the following code:
public static void InitClient(string hostName, int port, string certificateName)
{
client = new TcpClient(hostName, port);
if (client.Client.Connected)
{
Debug.LogFormat("Client connected succesfully");
}
else
{
Debug.LogErrorFormat("Client couldn't connect");
return;
}
stream = new SslStream(client.GetStream(), false, new RemoteCertificateValidationCallback(ValidateServerCertificate), null);
try
{
stream.AuthenticateAsClient(certificateName);
}
catch (AuthenticationException e)
{
Debug.LogErrorFormat("Error authenticating: {0}", e);
if (e.InnerException != null)
{
Debug.LogErrorFormat("Inner exception: {0}", e);
}
Debug.LogErrorFormat("Authentication failed - closing connection");
stream.Close();
client.Close();
}
}
And for validating the certificate
public static bool ValidateServerCertificate(object sender, X509Certificate certificate, X509Chain chain, SslPolicyErrors sslPolicyErrors)
{
if (sslPolicyErrors == SslPolicyErrors.None)
return true;
Debug.LogErrorFormat("Certificate error: {0}", sslPolicyErrors);
return false;
}
In Unity 2019.1.8 the client connects and will attempt to validate the remote certificate, which fails with the error TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: UNITYTLS_X509VERIFY_FLAG_NOT_TRUSTED.
Making ValidateServerCertificate always return true lets my client connect without issue.
I tried replicating the issue in a standalone C# Console Application targeting .net framework 4.7.1 using the exact same code. Launching the client in this application will return true from ValidateServerCertificate from the sslPolicyErrors == SslPolicyErrors.None check.
I know that the certificate is a valid cert, issued by a trusted CA (as verified by the fact that the cert is accepted from a console app, and it having a padlock in browsers).
Why does the validation fail in Unity, but nowhere else?