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Phil Woods avatar image
Phil Woods asked

GetEntityToken for backfill

Hi,

We've been working on implementing server backfill using the UE4 PlayFab plugin and GSDK but we are receiving an error with UPlayFabAuthenticationAPI::GetEntityToken.

We have called UPlayFabAuthenticationAPI::SetTitleId and UPlayFabAuthenticationAPI::SetDevSecretKey and when running a server locally outside of a docker Windows container the UPlayFabAuthenticationAPI::GetEntityToken function succeeds.

When we try to call UPlayFabAuthenticationAPI::GetEntityToken inside a local docker Windows container and also when running on an uploaded server in PlayFab we receive the following errors:

LogHttp: Warning: 00000193D670D800: invalid HTTP response code received. URL: https://DD753.playfabapi.com/Authentication/GetEntityToken?sdk=UE4MKPL-1.38.200602, HTTP code: 0, content length: 0, actual payload size: 0

LogHttp: Warning: 00000193D670D800: request failed, libcurl error: 60 (SSL peer certificate or SSH remote key was not OK)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 0 (Trying 52.35.109.67...)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 1 (TCP_NODELAY set)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 2 (Connected to DD753.playfabapi.com (52.35.109.67) port 443 (#0))

LogHttp: Warning: 00000193D670D800: libcurl info message cache 3 (ALPN, offering http/1.1)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 4 (TLSv1.3 (OUT), TLS handshake, Client hello (1):)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 5 (TLSv1.3 (IN), TLS handshake, Server hello (2):)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 6 (TLSv1.2 (IN), TLS handshake, Certificate (11):)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 7 (TLSv1.2 (OUT), TLS alert, unknown CA (560):)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 8 (SSL certificate problem: unable to get local issuer certificate)

LogHttp: Warning: 00000193D670D800: libcurl info message cache 9 (Closing connection 0)

Any idea what we may be doing wrong?

Thanks,

Phil.

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Phil Woods avatar image
Phil Woods answered

I've found the fix, well, I found the forum post with the exact same symptoms!

I'm not sure how I missed the other forum post:

https://community.playfab.com/questions/40438/how-to-fix-deployed-windows-server-not-being-able.html

Unchecking "verify peer" in our UE4 project settings for Libcurl fixed the issue :-)

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Citrus Yan avatar image Citrus Yan commented ·

Glad to hear that:)

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Citrus Yan avatar image
Citrus Yan answered

Which container image did you use for your sever build? Is it PlayFab docker image from Microsoft/PlayFab-Multiplayer or your custom image? Looking at the error details, seems like libcurl is having trouble obtaining the local certificate in order to complete the TLS handshake, https requests to PlayFab would fail without it. You may need to apply your own SSL certificate or consider using linux container image. These threads might be helpful for solving your issue:

https://community.playfab.com/questions/31516/custom-thunderhead-server-calling-playfabserverapi.html

https://community.playfab.com/questions/29812/unable-to-call-executecloudscript-from-thunderhead.html

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Phil Woods avatar image Phil Woods commented ·

We believe, we are using the PlayFab Windows container image: mcr.microsoft.com/playfab/multiplayer:wsc-10.0.17763.973.1

We have been following these tutorials: https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/matchmaking/tutorials

We obtained the container image details when we ran Setup.ps1 within the MockVmAgent tool.

We have been uploading our server packages using the PlayFab Game Manager. PlayFab Game Manager only allows us to use the PlayFab Windows container image. The documentation, that we have read, states that we cannot use a custom Windows container image and we would prefer to use the PlayFab’s Windows container image.

We see that there is an option to use the Windows Server Core preview Container image, should we be using that instead?

We haven’t done any set-up with a SSL certificate. We can see that there is an option to upload a SSL certificate within the PlayFab Game Manager. If we need to set-up a SSL certificate, for our game server to access backfill, then can we have some set-up instructions please.

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