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Unity / Mono - ClientCertificates NotImplementedException #324
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For reference, I believe this might be related - mono/mono#8644 |
Sweet, was just able to confirm the general idea is right. Completely new to Visual Studio IDE, but was able to clone the repo and build locally to resolve my issue. Not sure how to make VS happy with the missing ClientCertificates functions (and it's late so I'm lazy) but I did comment out the entire directive block and rebuilt the lib + my game with success. Essentially, cutting the following made my local scenario work. Clearly not a good plan for the future, but would adding the additional graphql-client/src/GraphQL.Client/Websocket/GraphQLHttpWebSocket.cs Lines 383 to 426 in 14f30c9
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Hi @dwelch2344, thanks for raising this issue. I think it'd be fine to handle I'd welcome a PR, I'm quite occupied at the moment. |
Right. |
Sweet - on it now! |
I am not familiar with the tests of this project. Ping @rose-a |
Circling back on this. @rose-a thoughts? Anything I can do to help this along? |
Hi, sorry for not responding... The tests currently have a stability problem (see #161), I don't think the failing test is due to your changes. I'll try to merge and release this later today... sorry again for the delay! |
Hey @rose-a, new to .NET / Unity but I think I'm running into the #318 ClientWebSocket issue still with 3.2.1 - same scenario as OP but on Mac. The difference I'm seeing is that I'm getting a
System.NotImplementedException
instead of aPlatformNotSupportedException
so the try / catch doesn't do anything.I can trap the Exception to print it out, and it ends up looking like this:
Is it possible that the certificate library that I've got configured is throwing a different exception than other runtimes or something? Would it be safe to catch both exceptions?
Any help would be appreciated :)
From the Java / Node world by trade, so excuse my sloppy code. Included for reference tho ;)
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