Struct gdnative_bindings::HTTPClient[][src]

pub struct HTTPClient { /* fields omitted */ }

core class HTTPClient inherits Reference (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

HTTPClient inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl HTTPClient[src]

Constants

pub const METHOD_CONNECT: i64[src]

pub const METHOD_DELETE: i64[src]

pub const METHOD_GET: i64[src]

pub const METHOD_HEAD: i64[src]

pub const METHOD_MAX: i64[src]

pub const METHOD_OPTIONS: i64[src]

pub const METHOD_PATCH: i64[src]

pub const METHOD_POST: i64[src]

pub const METHOD_PUT: i64[src]

pub const METHOD_TRACE: i64[src]

pub const RESPONSE_ACCEPTED: i64[src]

pub const RESPONSE_ALREADY_REPORTED: i64[src]

pub const RESPONSE_BAD_GATEWAY: i64[src]

pub const RESPONSE_BAD_REQUEST: i64[src]

pub const RESPONSE_CONFLICT: i64[src]

pub const RESPONSE_CONTINUE: i64[src]

pub const RESPONSE_CREATED: i64[src]

pub const RESPONSE_EXPECTATION_FAILED: i64[src]

pub const RESPONSE_FAILED_DEPENDENCY: i64[src]

pub const RESPONSE_FORBIDDEN: i64[src]

pub const RESPONSE_FOUND: i64[src]

pub const RESPONSE_GATEWAY_TIMEOUT: i64[src]

pub const RESPONSE_GONE: i64[src]

pub const RESPONSE_HTTP_VERSION_NOT_SUPPORTED: i64[src]

pub const RESPONSE_IM_A_TEAPOT: i64[src]

pub const RESPONSE_IM_USED: i64[src]

pub const RESPONSE_INSUFFICIENT_STORAGE: i64[src]

pub const RESPONSE_INTERNAL_SERVER_ERROR: i64[src]

pub const RESPONSE_LENGTH_REQUIRED: i64[src]

pub const RESPONSE_LOCKED: i64[src]

pub const RESPONSE_LOOP_DETECTED: i64[src]

pub const RESPONSE_METHOD_NOT_ALLOWED: i64[src]

pub const RESPONSE_MISDIRECTED_REQUEST: i64[src]

pub const RESPONSE_MOVED_PERMANENTLY: i64[src]

pub const RESPONSE_MULTIPLE_CHOICES: i64[src]

pub const RESPONSE_MULTI_STATUS: i64[src]

pub const RESPONSE_NETWORK_AUTH_REQUIRED: i64[src]

pub const RESPONSE_NON_AUTHORITATIVE_INFORMATION: i64[src]

pub const RESPONSE_NOT_ACCEPTABLE: i64[src]

pub const RESPONSE_NOT_EXTENDED: i64[src]

pub const RESPONSE_NOT_FOUND: i64[src]

pub const RESPONSE_NOT_IMPLEMENTED: i64[src]

pub const RESPONSE_NOT_MODIFIED: i64[src]

pub const RESPONSE_NO_CONTENT: i64[src]

pub const RESPONSE_OK: i64[src]

pub const RESPONSE_PARTIAL_CONTENT: i64[src]

pub const RESPONSE_PAYMENT_REQUIRED: i64[src]

pub const RESPONSE_PERMANENT_REDIRECT: i64[src]

pub const RESPONSE_PRECONDITION_FAILED: i64[src]

pub const RESPONSE_PRECONDITION_REQUIRED: i64[src]

pub const RESPONSE_PROCESSING: i64[src]

pub const RESPONSE_PROXY_AUTHENTICATION_REQUIRED: i64[src]

pub const RESPONSE_REQUESTED_RANGE_NOT_SATISFIABLE: i64[src]

pub const RESPONSE_REQUEST_ENTITY_TOO_LARGE: i64[src]

pub const RESPONSE_REQUEST_HEADER_FIELDS_TOO_LARGE: i64[src]

pub const RESPONSE_REQUEST_TIMEOUT: i64[src]

pub const RESPONSE_REQUEST_URI_TOO_LONG: i64[src]

pub const RESPONSE_RESET_CONTENT: i64[src]

pub const RESPONSE_SEE_OTHER: i64[src]

pub const RESPONSE_SERVICE_UNAVAILABLE: i64[src]

pub const RESPONSE_SWITCHING_PROTOCOLS: i64[src]

pub const RESPONSE_SWITCH_PROXY: i64[src]

pub const RESPONSE_TEMPORARY_REDIRECT: i64[src]

pub const RESPONSE_TOO_MANY_REQUESTS: i64[src]

pub const RESPONSE_UNAUTHORIZED: i64[src]

pub const RESPONSE_UNPROCESSABLE_ENTITY: i64[src]

pub const RESPONSE_UNSUPPORTED_MEDIA_TYPE: i64[src]

pub const RESPONSE_UPGRADE_REQUIRED: i64[src]

pub const RESPONSE_USE_PROXY: i64[src]

pub const RESPONSE_VARIANT_ALSO_NEGOTIATES: i64[src]

pub const STATUS_BODY: i64[src]

pub const STATUS_CANT_CONNECT: i64[src]

pub const STATUS_CANT_RESOLVE: i64[src]

pub const STATUS_CONNECTED: i64[src]

pub const STATUS_CONNECTING: i64[src]

pub const STATUS_CONNECTION_ERROR: i64[src]

pub const STATUS_DISCONNECTED: i64[src]

pub const STATUS_REQUESTING: i64[src]

pub const STATUS_RESOLVING: i64[src]

pub const STATUS_SSL_HANDSHAKE_ERROR: i64[src]

impl HTTPClient[src]

pub fn new() -> Ref<Self, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn close(&self)[src]

Closes the current connection, allowing reuse of this HTTPClient.

pub fn connect_to_host(
    &self,
    host: impl Into<GodotString>,
    port: i64,
    use_ssl: bool,
    verify_host: bool
) -> GodotResult
[src]

Connects to a host. This needs to be done before any requests are sent. The host should not have http:// prepended but will strip the protocol identifier if provided. If no port is specified (or -1 is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if use_ssl is enabled). verify_host will check the SSL identity of the host if set to true.

Default Arguments

  • port - -1
  • use_ssl - false
  • verify_host - true

pub fn connection(&self) -> Option<Ref<StreamPeer, Shared>>[src]

The connection to use for this client.

pub fn read_chunk_size(&self) -> i64[src]

The size of the buffer used and maximum bytes to read per iteration. See [method read_response_body_chunk].

pub fn get_response_body_length(&self) -> i64[src]

Returns the response's body length. Note: Some Web servers may not send a body length. In this case, the value returned will be -1. If using chunked transfer encoding, the body length will also be -1.

pub fn get_response_code(&self) -> i64[src]

Returns the response's HTTP status code.

pub fn get_response_headers(&self) -> StringArray[src]

Returns the response headers.

pub fn get_response_headers_as_dictionary(&self) -> Dictionary[src]

Sample code is GDScript unless otherwise noted.

Returns all response headers as a Dictionary of structure { "key": "value1; value2" } where the case-sensitivity of the keys and values is kept like the server delivers it. A value is a simple String, this string can have more than one value where "; " is used as separator. Example:

{
    "content-length": 12,
    "Content-Type": "application/json; charset=UTF-8",
}

pub fn get_status(&self) -> Status[src]

Returns a [enum Status] constant. Need to call [method poll] in order to get status updates.

pub fn has_response(&self) -> bool[src]

If true, this HTTPClient has a response available.

pub fn is_blocking_mode_enabled(&self) -> bool[src]

If true, execution will block until all data is read from the response.

pub fn is_response_chunked(&self) -> bool[src]

If true, this HTTPClient has a response that is chunked.

pub fn poll(&self) -> GodotResult[src]

This needs to be called in order to have any request processed. Check results with [method get_status].

pub fn query_string_from_dict(&self, fields: Dictionary) -> GodotString[src]

Sample code is GDScript unless otherwise noted.

Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.:

var fields = {"username": "user", "password": "pass"}
var query_string = http_client.query_string_from_dict(fields)
# Returns "username=user&password=pass"

Furthermore, if a key has a null value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added.

var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]}
var query_string = http_client.query_string_from_dict(fields)
# Returns "single=123&not_valued&multiple=22&multiple=33&multiple=44"

pub fn read_response_body_chunk(&self) -> ByteArray[src]

Reads one chunk from the response.

pub fn request(
    &self,
    method: i64,
    url: impl Into<GodotString>,
    headers: StringArray,
    body: impl Into<GodotString>
) -> GodotResult
[src]

Sample code is GDScript unless otherwise noted.

Sends a request to the connected host. The URL parameter is just the part after the host, so for http://somehost.com/index.php, it is index.php. Headers are HTTP request headers. For available HTTP methods, see [enum Method]. To create a POST request with query strings to push to the server, do:

var fields = {"username" : "user", "password" : "pass"}
var query_string = http_client.query_string_from_dict(fields)
var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())]
var result = http_client.request(http_client.METHOD_POST, "index.php", headers, query_string)

Note: The request_data parameter is ignored if method 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.http_escape] for an example.

Default Arguments

  • body - ""

pub fn request_raw(
    &self,
    method: i64,
    url: impl Into<GodotString>,
    headers: StringArray,
    body: ByteArray
) -> GodotResult
[src]

Sends a raw request to the connected host. The URL parameter is just the part after the host, so for http://somehost.com/index.php, it is index.php. Headers are HTTP request headers. For available HTTP methods, see [enum Method]. Sends the body data raw, as a byte array and does not encode it in any way.

pub fn set_blocking_mode(&self, enabled: bool)[src]

If true, execution will block until all data is read from the response.

pub fn set_connection(&self, connection: impl AsArg<StreamPeer>)[src]

The connection to use for this client.

pub fn set_read_chunk_size(&self, bytes: i64)[src]

The size of the buffer used and maximum bytes to read per iteration. See [method read_response_body_chunk].

Methods from Deref<Target = Reference>

pub fn init_ref(&self) -> bool[src]

Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

Adds a user-defined signal. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].

callv("set", [ "position", Vector2(42.0, 0.0) ])

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub fn can_translate_messages(&self) -> bool[src]

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to [method connect] and parameters used when calling [method emit_signal]:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a String.

pub fn get_incoming_connections(&self) -> VariantArray[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

pub fn get_instance_id(&self) -> i64[src]

Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given name.

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray[src]

Returns the object's property list as an [Array] of dictionaries. Each property's Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's Script instance, or null if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given signal.

pub fn get_signal_list(&self) -> VariantArray[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns true if a metadata entry is found with the given name.

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns true if the object contains the given method.

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given signal exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns true if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns true if the object inherits from the given class.

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns true if a connection exists for a given signal, target, and method.

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns true if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to true, signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for HTTPClient[src]

impl Deref for HTTPClient[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for HTTPClient[src]

impl GodotObject for HTTPClient[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for HTTPClient[src]

impl Sealed for HTTPClient[src]

impl SubClass<Object> for HTTPClient[src]

impl SubClass<Reference> for HTTPClient[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.