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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:
GDScriptC#
c:\godot> godot -s http_test.gd
c:\godot> godot -s HTTPTest.cs
It will connect and fetch a website.
GDScriptC#
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...")
if not OS.has_feature("web"):
OS.delay_msec(500)
else:
yield(Engine.get_main_loop(), "idle_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...")
if OS.has_feature("web"):
# Synchronous HTTP requests are not supported on the web,
# so wait for the next main loop iteration.
yield(Engine.get_main_loop(), "idle_frame")
else:
OS.delay_msec(500)
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:
if not OS.has_feature("web"):
# Got nothing, wait for buffers to fill a bit.
OS.delay_usec(1000)
else:
yield(Engine.get_main_loop(), "idle_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 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();
}
}
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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