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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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