227 lines
8.2 KiB
Text
227 lines
8.2 KiB
Text
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.. _doc_http_client_class:
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HTTP client class
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=================
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:ref:`HTTPClient <class_HTTPClient>` provides low-level access to HTTP communication.
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For a higher-level interface, you may want to take a look at :ref:`HTTPRequest <class_HTTPRequest>` first,
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which has a tutorial available :ref:`here <doc_http_request_class>`.
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.. warning::
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When exporting to Android, make sure to enable the ``INTERNET``
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
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class. It's just a script, so it can be run by executing:
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.. tabs::
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.. code-tab:: console GDScript
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c:\godot> godot -s http_test.gd
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.. code-tab:: console C#
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c:\godot> godot -s HTTPTest.cs
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It will connect and fetch a website.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends SceneTree
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# HTTPClient demo
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# This simple class can do HTTP requests; it will not block, but it needs to be polled.
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func _init():
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var err = 0
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var http = HTTPClient.new() # Create the Client.
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err = http.connect_to_host("www.php.net", 80) # Connect to host/port.
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assert(err == OK) # Make sure connection is OK.
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# Wait until resolved and connected.
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while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
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http.poll()
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print("Connecting...")
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if not OS.has_feature("web"):
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OS.delay_msec(500)
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else:
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yield(Engine.get_main_loop(), "idle_frame")
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assert(http.get_status() == HTTPClient.STATUS_CONNECTED) # Check if the connection was made successfully.
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# Some headers
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var headers = [
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"User-Agent: Pirulo/1.0 (Godot)",
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"Accept: */*"
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]
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err = http.request(HTTPClient.METHOD_GET, "/ChangeLog-5.php", headers) # Request a page from the site (this one was chunked..)
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assert(err == OK) # Make sure all is OK.
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while http.get_status() == HTTPClient.STATUS_REQUESTING:
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# Keep polling for as long as the request is being processed.
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http.poll()
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print("Requesting...")
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if OS.has_feature("web"):
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# Synchronous HTTP requests are not supported on the web,
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# so wait for the next main loop iteration.
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yield(Engine.get_main_loop(), "idle_frame")
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else:
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OS.delay_msec(500)
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assert(http.get_status() == HTTPClient.STATUS_BODY or http.get_status() == HTTPClient.STATUS_CONNECTED) # Make sure request finished well.
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print("response? ", http.has_response()) # Site might not have a response.
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if http.has_response():
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# If there is a response...
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headers = http.get_response_headers_as_dictionary() # Get response headers.
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print("code: ", http.get_response_code()) # Show response code.
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print("**headers:\\n", headers) # Show headers.
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# Getting the HTTP Body
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if http.is_response_chunked():
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# Does it use chunks?
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print("Response is Chunked!")
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else:
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# Or just plain Content-Length
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var bl = http.get_response_body_length()
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print("Response Length: ", bl)
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# This method works for both anyway
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var rb = PoolByteArray() # Array that will hold the data.
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while http.get_status() == HTTPClient.STATUS_BODY:
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# While there is body left to be read
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http.poll()
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# Get a chunk.
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var chunk = http.read_response_body_chunk()
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if chunk.size() == 0:
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if not OS.has_feature("web"):
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# Got nothing, wait for buffers to fill a bit.
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OS.delay_usec(1000)
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else:
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yield(Engine.get_main_loop(), "idle_frame")
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else:
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rb = rb + chunk # Append to read buffer.
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# Done!
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print("bytes got: ", rb.size())
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var text = rb.get_string_from_ascii()
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print("Text: ", text)
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quit()
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.. code-tab:: csharp
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class HTTPTest : SceneTree
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{
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// HTTPClient demo.
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// This simple class can make HTTP requests; it will not block, but it needs to be polled.
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public override async void _Initialize()
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{
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Error err;
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HTTPClient http = new HTTPClient(); // Create the client.
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err = http.ConnectToHost("www.php.net", 80); // Connect to host/port.
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Debug.Assert(err == Error.Ok); // Make sure the connection is OK.
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// Wait until resolved and connected.
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while (http.GetStatus() == HTTPClient.Status.Connecting || http.GetStatus() == HTTPClient.Status.Resolving)
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{
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http.Poll();
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GD.Print("Connecting...");
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OS.DelayMsec(500);
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}
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Debug.Assert(http.GetStatus() == HTTPClient.Status.Connected); // Check if the connection was made successfully.
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// Some headers.
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string[] headers = { "User-Agent: Pirulo/1.0 (Godot)", "Accept: */*" };
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err = http.Request(HTTPClient.Method.Get, "/ChangeLog-5.php", headers); // Request a page from the site.
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Debug.Assert(err == Error.Ok); // Make sure all is OK.
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// Keep polling for as long as the request is being processed.
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while (http.GetStatus() == HTTPClient.Status.Requesting)
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{
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http.Poll();
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GD.Print("Requesting...");
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if (OS.HasFeature("web"))
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{
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// Synchronous HTTP requests are not supported on the web,
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// so wait for the next main loop iteration.
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await ToSignal(Engine.GetMainLoop(), "idle_frame");
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}
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else
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{
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OS.DelayMsec(500);
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}
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}
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Debug.Assert(http.GetStatus() == HTTPClient.Status.Body || http.GetStatus() == HTTPClient.Status.Connected); // Make sure the request finished well.
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GD.Print("Response? ", http.HasResponse()); // The site might not have a response.
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// If there is a response...
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if (http.HasResponse())
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{
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headers = http.GetResponseHeaders(); // Get response headers.
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GD.Print("Code: ", http.GetResponseCode()); // Show response code.
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GD.Print("Headers:");
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foreach (string header in headers)
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{
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// Show headers.
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GD.Print(header);
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}
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if (http.IsResponseChunked())
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{
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// Does it use chunks?
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GD.Print("Response is Chunked!");
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}
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else
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{
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// Or just Content-Length.
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GD.Print("Response Length: ", http.GetResponseBodyLength());
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}
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// This method works for both anyways.
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List<byte> rb = new List<byte>(); // List that will hold the data.
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// While there is data left to be read...
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while (http.GetStatus() == HTTPClient.Status.Body)
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{
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http.Poll();
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byte[] chunk = http.ReadResponseBodyChunk(); // Read a chunk.
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if (chunk.Length == 0)
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{
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// If nothing was read, wait for the buffer to fill.
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OS.DelayMsec(500);
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}
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else
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{
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// Append the chunk to the read buffer.
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rb.AddRange(chunk);
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}
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}
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// Done!
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GD.Print("Bytes Downloaded: ", rb.Count);
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string text = Encoding.ASCII.GetString(rb.ToArray());
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GD.Print(text);
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}
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Quit();
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}
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}
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