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- .. _doc_http_request_class:
- Making HTTP requests
- ====================
- Why use HTTP?
- -------------
- `HTTP requests <https://developer.mozilla.org/en-US/docs/Web/HTTP>`_ are useful
- to communicate with web servers and other non-Godot programs.
- Compared to Godot's other networking features (like
- :ref:`High-level multiplayer <doc_high_level_multiplayer>`),
- HTTP requests have more overhead and take more time to get going,
- so they aren't suited for real-time communication, and aren't great to send
- lots of small updates as is common for multiplayer gameplay.
- HTTP, however, offers interoperability with external
- web resources and is great at sending and receiving large amounts
- of data, for example to transfer files like game assets. These assets can then
- be loaded using
- :ref:`runtime file loading and saving <doc_runtime_loading_and_saving>`.
- So HTTP may be useful for your game's login system, lobby browser,
- to retrieve some information from the web or to download game assets.
- This tutorial assumes some familiarity with Godot and the Godot Editor.
- Refer to the :ref:`Introduction <toc-learn-introduction>` and the
- :ref:`Step by step <toc-learn-step_by_step>` tutorial, especially its
- :ref:`Nodes and Scenes <doc_nodes_and_scenes>` and
- :ref:`Creating your first script <doc_scripting_first_script>` pages if needed.
- HTTP requests in Godot
- ----------------------
- The :ref:`HTTPRequest <class_HTTPRequest>` node is the easiest way to make HTTP requests in Godot.
- It is backed by the more low-level :ref:`HTTPClient <class_HTTPClient>`,
- for which a tutorial is available :ref:`here <doc_http_client_class>`.
- For this example, we will make an HTTP request to GitHub to retrieve the name
- of the latest Godot release.
- .. 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 the Android OS.
- Preparing the scene
- -------------------
- Create a new empty scene, add a root :ref:`Node <class_Node>` and add a script to it.
- Then add an :ref:`HTTPRequest <class_HTTPRequest>` node as a child.
- .. image:: img/rest_api_scene.webp
- Scripting the request
- ---------------------
- When the project is started (so in ``_ready()``), we're going to send an HTTP request
- to Github using our :ref:`HTTPRequest <class_HTTPRequest>` node,
- and once the request completes, we're going to parse the returned JSON data,
- look for the ``name`` field and print that to console.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node
- func _ready():
- $HTTPRequest.request_completed.connect(_on_request_completed)
- $HTTPRequest.request("https://api.github.com/repos/godotengine/godot/releases/latest")
- func _on_request_completed(result, response_code, headers, body):
- var json = JSON.parse_string(body.get_string_from_utf8())
- print(json["name"])
- .. code-tab:: csharp
- using Godot;
- using System.Text;
- public partial class MyNode : Node
- {
- public override void _Ready()
- {
- HttpRequest httpRequest = GetNode<HttpRequest>("HTTPRequest");
- httpRequest.RequestCompleted += OnRequestCompleted;
- httpRequest.Request("https://api.github.com/repos/godotengine/godot/releases/latest");
- }
- private void OnRequestCompleted(long result, long responseCode, string[] headers, byte[] body)
- {
- Godot.Collections.Dictionary json = Json.ParseString(Encoding.UTF8.GetString(body)).AsGodotDictionary();
- GD.Print(json["name"]);
- }
- }
- Save the script and the scene, and run the project.
- The name of the most recent Godot release on Github should be printed to the output log.
- For more information on parsing JSON, see the class references for :ref:`JSON <class_JSON>`.
- 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.
- 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.
- A common strategy is to create and delete HTTPRequest nodes at runtime as necessary.
- Sending data to the server
- --------------------------
- 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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var json = JSON.stringify(data_to_send)
- var headers = ["Content-Type: application/json"]
- $HTTPRequest.request(url, headers, HTTPClient.METHOD_POST, json)
- .. code-tab:: csharp
- string json = Json.Stringify(dataToSend);
- string[] headers = new string[] { "Content-Type: application/json" };
- HttpRequest httpRequest = GetNode<HttpRequest>("HTTPRequest");
- httpRequest.Request(url, headers, HttpClient.Method.Post, json);
- Setting custom HTTP headers
- ---------------------------
- 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"``.
- For example, to set a custom user agent (the HTTP ``User-Agent`` header) you could use the following:
- .. tabs::
- .. code-tab:: gdscript GDScript
- $HTTPRequest.request("https://api.github.com/repos/godotengine/godot/releases/latest", ["User-Agent: YourCustomUserAgent"])
- .. code-tab:: csharp
- HttpRequest httpRequest = GetNode<HttpRequest>("HTTPRequest");
- httpRequest.Request("https://api.github.com/repos/godotengine/godot/releases/latest", new string[] { "User-Agent: YourCustomUserAgent" });
- .. danger::
- Be aware that someone might analyse and decompile your released application and
- thus may gain access to any embedded authorization information like tokens, usernames or passwords.
- That means it is usually not a good idea to embed things such as database
- access credentials inside your game. Avoid providing information useful to an attacker whenever possible.
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