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Add C# code examples for HTTPClient and HTTPRequest
Ported the existing GDScript code examples to C# for both HTTPClient and HTTPRequest.
(cherry picked from commit 8d78a46f0d)
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committed by
Rémi Verschelde
parent
db822fbf39
commit
d87fa5e941
@@ -10,13 +10,21 @@ which has a tutorial available :ref:`here <doc_http_request_class>`.
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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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.. code-block:: console
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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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::
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends SceneTree
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@@ -28,7 +36,7 @@ It will connect and fetch a website.
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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 was OK.
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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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@@ -39,7 +47,7 @@ It will connect and fetch a website.
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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) # Could not connect
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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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@@ -54,12 +62,12 @@ It will connect and fetch a website.
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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 not OS.has_feature("web"):
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OS.delay_msec(500)
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else:
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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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@@ -106,3 +114,106 @@ It will connect and fetch a website.
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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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@@ -23,19 +23,44 @@ Scripting
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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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.. tabs::
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extends CanvasLayer
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.. code-tab:: gdscript GDScript
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extends CanvasLayer
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func _ready():
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$HTTPRequest.connect("request_completed", self, "_on_request_completed")
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func _ready():
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$HTTPRequest.connect("request_completed", self, "_on_request_completed")
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func _on_Button_pressed():
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$HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed")
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func _on_Button_pressed():
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$HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed")
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func _on_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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func _on_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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.. code-tab:: csharp
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class HTTPRequestDemo : CanvasLayer
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{
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public override void _Ready()
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{
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GetNode("HTTPRequest").Connect("request_completed", this, "OnRequestCompleted");
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GetNode("Button").Connect("pressed", this, "OnButtonPressed");
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}
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public void OnButtonPressed()
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{
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HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
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httpRequest.Request("http://www.mocky.io/v2/5185415ba171ea3a00704eed");
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}
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public void OnRequestCompleted(int result, int response_code, string[] headers, byte[] body)
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{
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JSONParseResult json = JSON.Parse(Encoding.UTF8.GetString(body));
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GD.Print(json.Result);
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}
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}
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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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@@ -46,9 +71,16 @@ Note that you may want to check whether the ``result`` equals ``RESULT_SUCCESS``
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Of course, you can also set custom HTTP headers. These are given as a string array, with each string containing a header in the format ``"header: value"``.
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For example, to set a custom user agent (the HTTP ``user-agent`` header) you could use the following:
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::
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.. tabs::
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$HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", ["user-agent: YourCustomUserAgent"])
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.. code-tab:: gdscript GDScript
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$HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", ["user-agent: YourCustomUserAgent"])
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.. code-tab:: csharp
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HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
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httpRequest.Request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", new string[] { "user-agent: YourCustomUserAgent" });
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Please note that, for SSL/TLS encryption and thus HTTPS URLs to work, you may need to take some steps as described :ref:`here <doc_ssl_certificates>`.
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@@ -60,14 +92,26 @@ Sending data to server
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Until now, we have limited ourselves to requesting data from a server. But what if you need to send data to the server? Here is a common way of doing it:
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::
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.. tabs::
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func _make_post_request(url, data_to_send, use_ssl):
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# Convert data to json string:
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var query = JSON.print(data_to_send)
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# Add 'Content-Type' header:
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var headers = ["Content-Type: application/json"]
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$HTTPRequest.request(url, headers, use_ssl, HTTPClient.METHOD_POST, query)
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.. code-tab:: gdscript GDScript
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func _make_post_request(url, data_to_send, use_ssl):
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# Convert data to json string:
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var query = JSON.print(data_to_send)
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# Add 'Content-Type' header:
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var headers = ["Content-Type: application/json"]
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$HTTPRequest.request(url, headers, use_ssl, HTTPClient.METHOD_POST, query)
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.. code-tab:: csharp
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public void MakePostRequest(string url, object data_to_send, bool use_ssl)
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{
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string query = JSON.Print(data_to_send);
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HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
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string[] headers = new string[] { "Content-Type: application/json" };
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httpRequest.Request(url, headers, use_ssl, HTTPClient.Method.Post, query);
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}
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Keep in mind that you have to wait for a request to finish before sending another one. Making multiple request at once requires you to have one node per request.
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A common strategy is to create and delete HTTPRequest nodes at runtime as necessary.
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