A node with the ability to send HTTP(S) requests.
A node with the ability to send HTTP requests. Uses [HTTPClient] internally.
Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.
[b]Example of contacting a REST API and printing one of its returned fields:[/b]
[codeblocks]
[gdscript]
func _ready():
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
http_request.connect("request_completed", self, "_http_request_completed")
# Perform a GET request. The URL below returns JSON as of writing.
var error = http_request.request("https://httpbin.org/get")
if error != OK:
push_error("An error occurred in the HTTP request.")
# Perform a POST request. The URL below returns JSON as of writing.
# Note: Don't make simultaneous requests using a single HTTPRequest node.
# The snippet below is provided for reference only.
var body = {"name": "Godette"}
error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body)
if error != OK:
push_error("An error occurred in the HTTP request.")
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
var response = parse_json(body.get_string_from_utf8())
# Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
print(response.headers["User-Agent"])
[/gdscript]
[csharp]
public override void _Ready()
{
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
// Perform a GET request. The URL below returns JSON as of writing.
Error error = httpRequest.Request("https://httpbin.org/get");
if (error != Error.Ok)
{
GD.PushError("An error occurred in the HTTP request.");
}
// Perform a POST request. The URL below returns JSON as of writing.
// Note: Don't make simultaneous requests using a single HTTPRequest node.
// The snippet below is provided for reference only.
string[] body = { "name", "Godette" };
// GDScript to_json is non existent, so we use JSON.Print() here.
error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, JSON.Print(body));
if (error != Error.Ok)
{
GD.PushError("An error occurred in the HTTP request.");
}
}
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
// GDScript parse_json is non existent so we have to use JSON.parse, which has a slightly different syntax.
var response = JSON.Parse(body.GetStringFromUTF8()).Result as Godot.Collections.Dictionary;
// Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
GD.Print((response["headers"] as Godot.Collections.Dictionary)["User-Agent"]);
}
[/csharp]
[/codeblocks]
[b]Example of loading and displaying an image using HTTPRequest:[/b]
[codeblocks]
[gdscript]
func _ready():
# Create an HTTP request node and connect its completion signal.
var http_request = HTTPRequest.new()
add_child(http_request)
http_request.connect("request_completed", self, "_http_request_completed")
# Perform the HTTP request. The URL below returns a PNG image as of writing.
var error = http_request.request("https://via.placeholder.com/512")
if error != OK:
push_error("An error occurred in the HTTP request.")
# Called when the HTTP request is completed.
func _http_request_completed(result, response_code, headers, body):
if result != HTTPRequest.RESULT_SUCCESS:
push_error("Image couldn't be downloaded. Try a different image.")
var image = Image.new()
var error = image.load_png_from_buffer(body)
if error != OK:
push_error("Couldn't load the image.")
var texture = ImageTexture.new()
texture.create_from_image(image)
# Display the image in a TextureRect node.
var texture_rect = TextureRect.new()
add_child(texture_rect)
texture_rect.texture = texture
[/gdscript]
[csharp]
public override void _Ready()
{
// Create an HTTP request node and connect its completion signal.
var httpRequest = new HTTPRequest();
AddChild(httpRequest);
httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted));
// Perform the HTTP request. The URL below returns a PNG image as of writing.
Error error = httpRequest.Request("https://via.placeholder.com/512");
if (error != Error.Ok)
{
GD.PushError("An error occurred in the HTTP request.");
}
}
// Called when the HTTP request is completed.
private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body)
{
if (result != (int)HTTPRequest.Result.Success)
{
GD.PushError("Image couldn't be downloaded. Try a different image.");
}
var image = new Image();
Error error = image.LoadPngFromBuffer(body);
if (error != Error.Ok)
{
GD.PushError("Couldn't load the image.");
}
var texture = new ImageTexture();
texture.CreateFromImage(image);
// Display the image in a TextureRect node.
var textureRect = new TextureRect();
AddChild(textureRect);
textureRect.Texture = texture;
}
[/csharp]
[/codeblocks]
[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html
https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html
Cancels the current request.
Returns the response body length.
[b]Note:[/b] Some Web servers may not send a body length. In this case, the value returned will be [code]-1[/code]. If using chunked transfer encoding, the body length will also be [code]-1[/code].
Returns the amount of bytes this HTTPRequest downloaded.
Returns the current status of the underlying [HTTPClient]. See [enum HTTPClient.Status].
Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
[b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.uri_encode] for an example.
Creates request on the underlying [HTTPClient] using a raw array of bytes for the request body. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request].
Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host.
If [code]true[/code], this header will be added to each request: [code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay to compress response bodies.
Any Response body declaring a [code]Content-Encoding[/code] of either [code]gzip[/code] or [code]deflate[/code] will then be automatically decompressed, and the uncompressed bytes will be delivered via [code]request_completed[/code].
If the user has specified their own [code]Accept-Encoding[/code] header, then no header will be added regardless of [code]accept_gzip[/code].
If [code]false[/code] no header will be added, and no decompression will be performed on response bodies. The raw bytes of the response body will be returned via [code]request_completed[/code].
Maximum allowed size for response bodies. If the response body is compressed, this will be used as the maximum allowed size for the decompressed body.
The size of the buffer used and maximum bytes to read per iteration. See [member HTTPClient.read_chunk_size].
Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds.
The file to download into. Will output any received file into it.
Maximum number of allowed redirects.
If [code]true[/code], multithreading is used to improve performance.
Emitted when a request is completed.
Request successful.
Request failed while connecting.
Request failed while resolving.
Request failed due to connection (read/write) error.
Request failed on SSL handshake.
Request does not have a response (yet).
Request exceeded its maximum size limit, see [member body_size_limit].
Request failed (currently unused).
HTTPRequest couldn't open the download file.
HTTPRequest couldn't write to the download file.
Request reached its maximum redirect limit, see [member max_redirects].