Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
HTTP 客户端类¶
HTTPClient 提供了对HTTP通信的低层次访问. 对于一个更高级的接口, 你可能需要看看 HTTPRequest , 它有一个可用的教程 here.
警告
当导出到 Android 时,在导出项目或使用一键部署之前,确保在 Android 导出预设中启用 INTERNET
权限。否则,任何形式的网络通信都会被 Android 系统阻止。
这是使用 HTTPClient 类的示例. 它只是一个脚本, 因此它可以通过执行以下命令来运行:
c:\godot> godot -s http_test.gd
c:\godot> godot -s HTTPTest.cs
它将连接并获取一个网站.
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();
}
}