How to get UnityWebRequest data early when using php flush()

Hi, I’m using UnityWebRequest.Post to communicate with my php server. I want to use flush() in PHP to send partial data to the game as soon as possible but the WebRequest is set to be done only after the whole thing finishes.
Is there any way to check if a flush happened on the other end and get the data early?
here is the code I’m using:

    IEnumerator DoPostRequest<RESULTTYPE>( string route, WWWForm formData, 
UnityAction<RESULTTYPE> OnSuccess, UnityAction OnFailure )
    {
        using( var request = UnityWebRequest.Post( GamePrefs.SERVER + route, formData ) )
        {
            yield return request.SendWebRequest();
            
            if( request.isNetworkError || request.isHttpError )
            {
                Debug.LogError( "POST_ERROR:" + route + " - " + request.error );
            }
            else
            {
                if( request.responseCode == 200 )
                {
                    RESULTTYPE result = default;
                    bool success = true;
                    try
                    {
                        result = JsonUtility.FromJson<RESULTTYPE>( request.downloadHandler.text );
                    }
                    catch( System.Exception e )
                    {
                        Debug.LogError( "Exception When parsing " + route + " as json :: " + e.ToString() + "

Response:" + request.downloadHandler.text );
success = false;
}
if( success )
{
OnSuccess( result );
}

                }
                else
                {
                    Debug.LogWarning( "POST_ABORT:" + route + " " + request.downloadHandler.text );
                    OnFailure?.Invoke();
                }
            }
        }
    }

the php part:

if (ob_get_level() == 0) ob_start();

echo GetJsonFromResult( $result, "games" );

ob_flush();
flush();

sleep(2);
echo "Post flush echo";

the php works fine when run in the browser, but I can’t get unity to receive the data early.
Thanks! :slight_smile:

I found a temporary workaround. It feels very hacky but works for now.
I’ll be looking for a cleaner solution.

request.SendWebRequest();
while(  request.isDone == false )
{
    yield return null;

    if ( request.downloadHandler != null && 
         string.IsNullOrEmpty( request.downloadHandler.text ) == false )
    {
        try
        {
            var result = JsonUtility.FromJson<RESULTTYPE>( request.downloadHandler.text );
            if ( result != null )
            {
                request.Abort();
                break;
            }
        }
        catch
        {

        }
    }
}
// do my stuff

while( request.isDone == false )
{
   yield return null;
}