Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
HTTP client class
HTTPClient provides low-level access to HTTP communication. For a higher-level interface, you may want to take a look at HTTPRequest first, which has a tutorial available here.
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 HTTPClient class. It's just a script, so it can be run by executing:
c:\godot> redot -s http_test.gd
c:\godot> redot -s HTTPTest.cs
It will connect and fetch a website.
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()
using Redot;
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();
}
}