Example project to show how to run a Godot webapp in your browser and access remote APIs.
Based on the instructions from the Godot manual (https://docs.godotengine.org/en/stable/tutorials/networking/http_request_class.html), with modifications where necessary.
Godot 4.2 must be installed
There's three Godot projects: one Webapp (the "client"), a webapp server, and an "external" server. The "external" server is an example server that provides an API. The Webapp is hosted via the webapp server, and is configured in such a way that it can run in any browser, and still be able to call the "external" API (typically this is prevented because of CORS policies in the browser, so we use a solution that allows requests from our webapp to reach the "external" API by using the webapp server as an intermediary).
- remote_api
- Acts as an example API that can be called by the webapps
- Can be run from the Godot editor
- server
- Starts an HTTPS server to serve the webapp (on port 9999)
- Starts a WebRTC server to communicate with the running webapps (on port 9998)
- Via this channel, the server receives instructions to call APIs, and send the results back to the caller
- Can be run from the Godot editor
- webapp
- Needs to be Exported as HTML5 application
- Export into
exports
- Copy all files from
exports
toserver/Data
so they are auto-imported by the server app
- Export into
- Can be run in a browser (by fetching it from the server once the server is running)
- We use self-signed certificates for now, so instruct your browser to 'proceed' when warned about it)
- Can also be run from the Godot editor
- Needs to be Exported as HTML5 application
The example projects show how one can display multiple virtual monitors in a 3D space, each showing content that is actively fetched from the network.
This work is licensed under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/), except for the following resources:
server/borrows/anotherHTTPserver.gd
- Copyright (c) Anutrix(Numan Zaheer Ahmed) - MIT License
- Adjusted by me to support replying with binaries (skip the reading as String and converting to PackedByteArray)
remote_api/addons/godottpd
andserver/addons/godottpd
- based on https://github.com/deep-entertainment/godottpd
- MIT - see server/addons/godottpd/LICENSE
webapp/borrows/FreeLookCamera.gd
- MIT - Copyright 2020 Adam Viola
- https://github.com/adamviola/simple-free-look-camera/tree/master
(C) CC BY-SA 4.0, 2024 Jean-Marc van Leerdam [email protected]
To be able to call an API that is hosted on another server as the webapp host, the browser needs to receive instructions
that calls to the "external" API are allowed. These instructions have to come from the "external" domain, by providing
an Access-Control-Allow-Origin
header (ACAO) in the response to a GET
request that includes an Origin
header
The Origin
must match one of the ACAO values.
This can be done easily if one controls the "external" API (the ACAO headers can be added to the server), but if the webapp is supposed to call APIs that are not under our control, the ACAO header will not match.
A simple call to the github API that is done as soon as the application starts:
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"])
After exporting the project to HTML5 and running it with the serve.py
provided by Godot, the results are as follows:
- http://localhost:8060
- http://borg:8060 (borg being the name of my PC)
Typically, we want to call APIs that are not directly in our control, so we will not be able to get the API equipped with the correct CORS headers.
To work around the CORS restrictions, we leverage the server that hosts our webapp as an intermediary. Since that server is not running in a browser, it is not restricted by CORS policies. The webapp (in the browser) calls the server where it is hosted (this is the Same Origin, so API calls are allowed in the browser), and that server will call the "external" API, passing the result back to the webapp in the browser.
The HTTP Server(s) need to use HTTPS in order for the browser (where the webapp runs) to allow it to run the Godot application. The initial solution uses godottpd, which has no support for HTTPS.
A Reddit post and one of its comments points to a possible solution (https://www.reddit.com/r/godot/comments/17ltxjp/comment/l1uz70s)
Another possible solution: https://github.com/Anutrix/lan-jet/blob/main/AnotherHTTPServer/AnotherHTTPServer.gd (something like this is needed to have a minimal HTTPS server that can serve the Webapp)
The webapp and its backend can use the websocket API and/or WebRTC (so no need to hack our own http server with TLS for their communication, we just need HTTPS server to serve the webapp). Inspiration from https://www.youtube.com/watch?v=2eGkj9eBxAo (and https://www.youtube.com/watch?v=ulfGNtiItnc)