:article_outdated: True .. _doc_http_client_class: HTTP client class ================= :ref:`HTTPClient ` provides low-level access to HTTP communication. For a higher-level interface, you may want to take a look at :ref:`HTTPRequest ` first, which has a tutorial available :ref:`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 :ref:`HTTPClient ` class. It's just a script, so it can be run by executing: .. tabs:: .. code-tab:: console GDScript c:\godot> godot -s http_test.gd .. code-tab:: console C# c:\godot> godot -s HTTPTest.cs It will connect and fetch a website. .. tabs:: .. code-tab:: gdscript GDScript 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() .. code-tab:: csharp 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 rb = new List(); // 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(); } }