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- :article_outdated: True
- .. _doc_http_client_class:
- HTTP client class
- =================
- :ref:`HTTPClient <class_HTTPClient>` provides low-level access to HTTP communication.
- For a higher-level interface, you may want to take a look at :ref:`HTTPRequest <class_HTTPRequest>` first,
- which has a tutorial available :ref:`here <doc_http_request_class>`.
- .. warning::
- When exporting to Android, make sure to enable the ``INTERNET``
- permission in the Android export preset before exporting the project or
- using one-click deploy. Otherwise, network communication of any kind will be
- blocked by Android.
- Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
- class. It's just a script, so it can be run by executing:
- .. tabs::
- .. code-tab:: console GDScript
- c:\godot> godot -s http_test.gd
- .. code-tab:: console C#
- c:\godot> godot -s HTTPTest.cs
- It will connect and fetch a website.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends SceneTree
- # HTTPClient demo
- # This simple class can do HTTP requests; it will not block, but it needs to be polled.
- func _init():
- var err = 0
- var http = HTTPClient.new() # Create the Client.
- err = http.connect_to_host("www.php.net", 80) # Connect to host/port.
- assert(err == OK) # Make sure connection is OK.
- # Wait until resolved and connected.
- while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
- http.poll()
- print("Connecting...")
- await get_tree().process_frame
- assert(http.get_status() == HTTPClient.STATUS_CONNECTED) # Check if the connection was made successfully.
- # Some headers
- var headers = [
- "User-Agent: Pirulo/1.0 (Godot)",
- "Accept: */*"
- ]
- err = http.request(HTTPClient.METHOD_GET, "/ChangeLog-5.php", headers) # Request a page from the site (this one was chunked..)
- assert(err == OK) # Make sure all is OK.
- while http.get_status() == HTTPClient.STATUS_REQUESTING:
- # Keep polling for as long as the request is being processed.
- http.poll()
- print("Requesting...")
- await get_tree().process_frame
- assert(http.get_status() == HTTPClient.STATUS_BODY or http.get_status() == HTTPClient.STATUS_CONNECTED) # Make sure request finished well.
- print("response? ", http.has_response()) # Site might not have a response.
- if http.has_response():
- # If there is a response...
- headers = http.get_response_headers_as_dictionary() # Get response headers.
- print("code: ", http.get_response_code()) # Show response code.
- print("**headers:\\n", headers) # Show headers.
- # Getting the HTTP Body
- if http.is_response_chunked():
- # Does it use chunks?
- print("Response is Chunked!")
- else:
- # Or just plain Content-Length
- var bl = http.get_response_body_length()
- print("Response Length: ", bl)
- # This method works for both anyway
- var rb = PackedByteArray() # Array that will hold the data.
- while http.get_status() == HTTPClient.STATUS_BODY:
- # While there is body left to be read
- http.poll()
- # Get a chunk.
- var chunk = http.read_response_body_chunk()
- if chunk.size() == 0:
- await get_tree().process_frame
- else:
- rb = rb + chunk # Append to read buffer.
- # Done!
- print("bytes got: ", rb.size())
- var text = rb.get_string_from_ascii()
- print("Text: ", text)
- quit()
- .. code-tab:: csharp
- using Godot;
- public partial class HTTPTest : SceneTree
- {
- // HTTPClient demo.
- // This simple class can make HTTP requests; it will not block, but it needs to be polled.
- public override async void _Initialize()
- {
- Error err;
- HTTPClient http = new HTTPClient(); // Create the client.
- err = http.ConnectToHost("www.php.net", 80); // Connect to host/port.
- Debug.Assert(err == Error.Ok); // Make sure the connection is OK.
- // Wait until resolved and connected.
- while (http.GetStatus() == HTTPClient.Status.Connecting || http.GetStatus() == HTTPClient.Status.Resolving)
- {
- http.Poll();
- GD.Print("Connecting...");
- OS.DelayMsec(500);
- }
- Debug.Assert(http.GetStatus() == HTTPClient.Status.Connected); // Check if the connection was made successfully.
- // Some headers.
- string[] headers = { "User-Agent: Pirulo/1.0 (Godot)", "Accept: */*" };
- err = http.Request(HTTPClient.Method.Get, "/ChangeLog-5.php", headers); // Request a page from the site.
- Debug.Assert(err == Error.Ok); // Make sure all is OK.
- // Keep polling for as long as the request is being processed.
- while (http.GetStatus() == HTTPClient.Status.Requesting)
- {
- http.Poll();
- GD.Print("Requesting...");
- if (OS.HasFeature("web"))
- {
- // Synchronous HTTP requests are not supported on the web,
- // so wait for the next main loop iteration.
- await ToSignal(Engine.GetMainLoop(), "idle_frame");
- }
- else
- {
- OS.DelayMsec(500);
- }
- }
- Debug.Assert(http.GetStatus() == HTTPClient.Status.Body || http.GetStatus() == HTTPClient.Status.Connected); // Make sure the request finished well.
- GD.Print("Response? ", http.HasResponse()); // The site might not have a response.
- // If there is a response...
- if (http.HasResponse())
- {
- headers = http.GetResponseHeaders(); // Get response headers.
- GD.Print("Code: ", http.GetResponseCode()); // Show response code.
- GD.Print("Headers:");
- foreach (string header in headers)
- {
- // Show headers.
- GD.Print(header);
- }
- if (http.IsResponseChunked())
- {
- // Does it use chunks?
- GD.Print("Response is Chunked!");
- }
- else
- {
- // Or just Content-Length.
- GD.Print("Response Length: ", http.GetResponseBodyLength());
- }
- // This method works for both anyways.
- List<byte> rb = new List<byte>(); // List that will hold the data.
- // While there is data left to be read...
- while (http.GetStatus() == HTTPClient.Status.Body)
- {
- http.Poll();
- byte[] chunk = http.ReadResponseBodyChunk(); // Read a chunk.
- if (chunk.Length == 0)
- {
- // If nothing was read, wait for the buffer to fill.
- OS.DelayMsec(500);
- }
- else
- {
- // Append the chunk to the read buffer.
- rb.AddRange(chunk);
- }
- }
- // Done!
- GD.Print("Bytes Downloaded: ", rb.Count);
- string text = Encoding.ASCII.GetString(rb.ToArray());
- GD.Print(text);
- }
- Quit();
- }
- }
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