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HTTP networking docs
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tutorials/networking/http_request_class.rst
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tutorials/networking/http_request_class.rst
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.. _doc_http_request_class:
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Making HTTP requests
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====================
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The :ref:`HTTPRequest <class_HTTPRequest>` node is the easiest way to make HTTP requests in Godot.
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It is backed by the more low-level :ref:`HTTPClient <class_HTTPClient>`, for which a tutorial is available :ref:`here <doc_http_client_class>`.
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For the sake of example, we will create a simple UI with a button, that when pressed will start the HTTP request to the specified URL.
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Preparing scene
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---------------
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Create a new empty scene, add a CanvasLayer as the root node and add an script to it. Then add two child nodes to it: a Button and an HTTPRequest node. You will need to connect the following signals to the CanvasLayer script:
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- Button.pressed: When the button is pressed, we will start the request.
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- HTTPRequest.request_completed: When the request is completed, we will get the requested data as an argument.
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.. image:: img/rest_api_scene.png
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Scripting
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---------
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Below is all the code we need to make it work. The URL points to an online API mocker; it returns a pre-defined JSON string, which we will then parse to get access to the data.
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::
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extends CanvasLayer
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func _ready():
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pass
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func _on_Button_pressed():
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$HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed")
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func _on_HTTPRequest_request_completed( result, response_code, headers, body ):
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var json = JSON.parse(body.get_string_from_utf8())
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print(json.result)
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With this, you should see ``(hello:world)`` printed on the console; hello being a key, and world being a value, both of them strings.
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For more information on parsing JSON, see the class references for :ref:`JSON <class_JSON>` and :ref:`JSONParseResult <class_JSONParseResult>`.
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Note that you may want to check whether the ``result`` equals ``RESULT_SUCCESS`` and whether a JSON parsing error occurred, see the JSON class reference and :ref:`HTTPRequest <class_HTTPRequest>` for more.
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