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libHttpClient provides a platform abstraction layer for HTTP and WebSocket, and is designed for use by the Microsoft Xbox Live Service API (XSAPI) [https://github.com/Microsoft/xbox-live-api] and game devs. If you want to contribute to the project, please talk to us to avoid overlap.

License: MIT License

Java 0.34% C 2.97% C++ 91.11% Objective-C 0.08% Objective-C++ 0.80% CMake 1.20% Batchfile 1.38% C# 2.11% Shell 0.01%

libhttpclient's Introduction

Welcome!

libHttpClient provides a platform abstraction layer for HTTP and WebSocket, and is designed for use by the Microsoft Xbox Live Service API (XSAPI) [https://github.com/Microsoft/xbox-live-api] and game devs. If you want to contribute to the project, please talk to us to avoid overlap.

Goals

  • libHttpClient provides a platform abstraction layer for HTTP and WebSocket
  • Stock implementations that call native platform HTTP / WebSocket APIs on UWP, XDK ERA, iOS, Android
  • Caller can add support for other platforms via callback API
  • Sample showing off an HTTP implementation via Curl https://github.com/curl/curl via this callback
  • Designed around the needs of professional game developers that use Xbox Live
  • Will be used by the Microsoft Xbox Live Service API (XSAPI) [https://github.com/Microsoft/xbox-live-api]
  • Builds for UWP, XDK ERA, Win32, iOS, and Android
  • Public API is a flat C API
  • Asynchronous API
  • Public API supports simple P/Invoke without needing to use the "C#/.NET P/Invoke Interop SDK" or C++/CLI [https://en.wikipedia.org/wiki/Platform_Invocation_Services#C.23.2F.NET_P.2FInvoke_Interop_SDK]
  • Public APIs to manage async tasks
  • Async data can be returned to a specific game thread so the game doesn't need to marshal the data between threads
  • No streams support
  • No dependencies on PPL or Boost
  • Does not throw exceptions as a means of non-fatal error reporting
  • Caller controlled memory allocation via callback API (similar to XDK's XMemAlloc)
  • Built-in logging support to either debug output and/or callback
  • Built in retry support according to Xbox Live best practices (obey Retry-After header, jitter wait, etc) according to https://docs.microsoft.com/en-us/windows/uwp/xbox-live/using-xbox-live/best-practices/best-practices-for-calling-xbox-live#retry-logic-best-practices
  • Xbox Live throttle handling logic
  • Built-in API support to switch to mock layer
  • Open source project on GitHub
  • Binaries eventually on Nuget.org as Nuget packages, and maybe VcPkg
  • Unit tests via TAEF
  • End to end samples for UWP C++, XDK ERA, Win32, iOS, and Android

HTTP API Usage

See public header

  1. Optionally call HCMemSetFunctions() to control memory allocations
  2. Call HCInitialize()
  3. Optionally call HCSettingsSet*()
  4. Call HCHttpCallCreate() to create a new hc_call_handle_t
  5. Call HCHttpCallRequestSet*() to prepare the hc_call_handle_t
  6. Call HCHttpCallPerform() to perform an HTTP call using the hc_call_handle_t.
  7. The perform call is asynchronous, so the work will be done on a background thread which calls DispatchAsyncQueue( ..., AsyncQueueCallbackType_Work ). The results will return to the callback on the thread that calls DispatchAsyncQueue( ..., AsyncQueueCallbackType_Completion ).
  8. Call HCHttpCallResponseGet*() to get the HTTP response of the hc_call_handle_t
  9. Call HCHttpCallCleanup() to cleanup the hc_call_handle_t
  10. Repeat 4-8 for each new HTTP call
  11. Call HCCleanup() at shutdown before your memory manager set in step 1 is shutdown

Behavior control

  • On UWP, XDK ERA, iOS, and Android, HCHttpCallPerform() will call native platform APIs
  • Optionally call HCSetHttpCallPerformFunction() to do your own HTTP handling using HCHttpCallRequestGet*(), HCHttpCallResponseSet*(), and HCSettingsGet*()
  • See sample CustomHttpImplWithCurl how to use this callback plus Curl https://github.com/curl/curl to make an HTTP implementation using Curl.

How to clone repo

This repo contains submodules. There are two ways to make sure you get submodules.

When initially cloning, make sure you use the "--recursive" option. i.e.:

git clone --recursive https://github.com/Microsoft/libHttpClient.git

If you already cloned the repo, you can initialize submodules with:

git submodule sync
git submodule update --init --recursive

Note that using GitHub's feature to "Download Zip" does not contain the submodules and will not properly build. Please clone recursively instead.

How to build

If you are building libHttpClient from the xcode project, run the config script first.

./Utilities/configureApple

Contribute Back!

Is there a feature missing that you'd like to see, or have you found a bug that you have a fix for? Or do you have an idea or just interest in helping out in building the library? Let us know and we'd love to work with you. For a good starting point on where we are headed and feature ideas, take a look at our requested features and bugs.

Big or small we'd like to take your contributions back to help improve the libHttpClient for game devs.

Having Trouble?

We'd love to get your review score, whether good or bad, but even more than that, we want to fix your problem. If you submit your issue as a Review, we won't be able to respond to your problem and ask any follow-up questions that may be necessary. The most efficient way to do that is to open a an issue in our issue tracker.

Xbox Live GitHub projects

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.

libhttpclient's People

Contributors

aesteroidblues avatar brianpepin avatar edingwell avatar gudgepersonal avatar jasonsandlin avatar jicailiu avatar jplafonta avatar kevinasgari avatar lubeltra avatar matt-vanderkolk avatar msftgits avatar najadojo avatar rakhad avatar shanelile avatar willmayn avatar

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