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Merge pull request #4462 from TechnoPorg/master

Add C# code examples for HTTPClient and HTTPRequest
Rémi Verschelde 4 年之前
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2d710ef15e
共有 2 個文件被更改,包括 185 次插入30 次删除
  1. 118 7
      tutorials/networking/http_client_class.rst
  2. 67 23
      tutorials/networking/http_request_class.rst

+ 118 - 7
tutorials/networking/http_client_class.rst

@@ -10,13 +10,21 @@ which has a tutorial available :ref:`here <doc_http_request_class>`.
 Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
 class. It's just a script, so it can be run by executing:
 
-.. code-block:: console
+.. 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
 
@@ -28,7 +36,7 @@ It will connect and fetch a website.
         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 was OK.
+        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:
@@ -39,7 +47,7 @@ It will connect and fetch a website.
             else:
                 yield(Engine.get_main_loop(), "idle_frame")
 
-        assert(http.get_status() == HTTPClient.STATUS_CONNECTED) # Could not connect
+        assert(http.get_status() == HTTPClient.STATUS_CONNECTED) # Check if the connection was made successfully.
 
         # Some headers
         var headers = [
@@ -54,12 +62,12 @@ It will connect and fetch a website.
             # Keep polling for as long as the request is being processed.
             http.poll()
             print("Requesting...")
-            if not OS.has_feature("web"):
-                OS.delay_msec(500)
-            else:
+            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.
 
@@ -106,3 +114,106 @@ It will connect and fetch a website.
             print("Text: ", text)
 
         quit()
+
+ .. code-tab:: csharp
+
+    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();
+        }
+    }

+ 67 - 23
tutorials/networking/http_request_class.rst

@@ -23,19 +23,44 @@ Scripting
 
 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.
 
-::
-
-    extends CanvasLayer
-
-    func _ready():
-        $HTTPRequest.connect("request_completed", self, "_on_request_completed")
-
-    func _on_Button_pressed():
-        $HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed")
-
-    func _on_request_completed(result, response_code, headers, body):
-        var json = JSON.parse(body.get_string_from_utf8())
-        print(json.result)
+.. tabs::
+
+    .. code-tab:: gdscript GDScript
+    
+        extends CanvasLayer
+
+        func _ready():
+            $HTTPRequest.connect("request_completed", self, "_on_request_completed")
+
+        func _on_Button_pressed():
+            $HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed")
+
+        func _on_request_completed(result, response_code, headers, body):
+            var json = JSON.parse(body.get_string_from_utf8())
+            print(json.result)
+    
+    .. code-tab:: csharp
+    
+        class HTTPRequestDemo : CanvasLayer
+        {
+            public override void _Ready()
+            {
+                GetNode("HTTPRequest").Connect("request_completed", this, "OnRequestCompleted");
+                GetNode("Button").Connect("pressed", this, "OnButtonPressed");
+            }
+            
+            public void OnButtonPressed()
+            {
+                HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
+                httpRequest.Request("http://www.mocky.io/v2/5185415ba171ea3a00704eed");
+            }
+            
+            public void OnRequestCompleted(int result, int response_code, string[] headers, byte[] body)
+            {
+                JSONParseResult json = JSON.Parse(Encoding.UTF8.GetString(body));
+                GD.Print(json.Result);
+            }
+        }
 
 With this, you should see ``(hello:world)`` printed on the console; hello being a key, and world being a value, both of them strings.
 
@@ -46,9 +71,16 @@ Note that you may want to check whether the ``result`` equals ``RESULT_SUCCESS``
 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::
 
-    $HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", ["user-agent: YourCustomUserAgent"])
+    .. code-tab:: gdscript GDScript
+    
+        $HTTPRequest.request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", ["user-agent: YourCustomUserAgent"])
+    
+    .. code-tab:: csharp
+    
+        HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
+        httpRequest.Request("http://www.mocky.io/v2/5185415ba171ea3a00704eed", new string[] { "user-agent: YourCustomUserAgent" });
 
 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>`.
 
@@ -60,14 +92,26 @@ Sending data to 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:
 
-::
-
-    func _make_post_request(url, data_to_send, use_ssl):
-        # Convert data to json string:
-        var query = JSON.print(data_to_send)
-        # Add 'Content-Type' header:
-        var headers = ["Content-Type: application/json"]
-        $HTTPRequest.request(url, headers, use_ssl, HTTPClient.METHOD_POST, query)
+.. tabs::
+
+    .. code-tab:: gdscript GDScript
+    
+        func _make_post_request(url, data_to_send, use_ssl):
+            # Convert data to json string:
+            var query = JSON.print(data_to_send)
+            # Add 'Content-Type' header:
+            var headers = ["Content-Type: application/json"]
+            $HTTPRequest.request(url, headers, use_ssl, HTTPClient.METHOD_POST, query)
+    
+    .. code-tab:: csharp
+    
+            public void MakePostRequest(string url, object data_to_send, bool use_ssl)
+            {
+                string query = JSON.Print(data_to_send);
+                HTTPRequest httpRequest = GetNode<HTTPRequest>("HTTPRequest");
+                string[] headers = new string[] { "Content-Type: application/json" };
+                httpRequest.Request(url, headers, use_ssl, HTTPClient.Method.Post, query);
+            }
 
 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.
 A common strategy is to create and delete HTTPRequest nodes at runtime as necessary.