HTTP Server Object. This implements a multi-threaded, background server that runs concurrently with the game program. The server listens for and accepts incoming connection requests from clients, and then handles HTTP protocol transactions with connected clients. Client requests are routed to the byte code program via network events, which the program can retrieve via the getNetEvent() function.

Construction: to set up an HTTP server, simply create an HTTPServer object with 'new':

local srv = new HTTPServer(hostname, portnum?, maxUploadSize?);

'hostname' is a string giving the domain name or IP address that the server will bind to for accepting connections. For a server that accepts connections from separate client machines, this is simply the external IP address of the local machine. (This is specified as an argument because some machines have more than one network interface, and thus have more than one IP address or domain name.)

'portnum' is the TCP/IP port number wehre the server will listen for incoming connections. If this is omitted or nil, the operating system will automatically select an available port number and assign it to the server. Using a specific port number allows you to create a service on a "well known" port, which makes it easier for clients to find the service; but a given port can only be used by one server at a time, so using a pre-selected port number runs the risk that some other process will already be using the same port.

'maxUploadSize' is the maximum size in bytes for any single request's content. Content sizes over this limit will be rejected. Some HTTP requests, such as POST, can include uploaded content from the client, and the HTTP protocol itself supports essentially unlimited sizes for these objects. Uploads consume resources on the server, though, so it's often desirable to set a size limit to prevent errant or malicious clients from overwhelming the server with a very large upload. Depending on the specific function of your server, you might or might not wish to set a limit. If you omit this argument or set it to nil, unlimited upload sizes will be allowed. Note that this limit applies to each individual upload separately; it's not a lifetime limit for the server or for any session.

Creating an HTTPServer object with 'new' automatically starts the server. The object will create a background thread that will listen for incoming connections on the given network address and port number, so the server is active as soon as the 'new' finishes. You can create any number of servers, as long as they have different port numbers. When a connection request is received, the server will accept the connection and automatically create another background thread to handle requests on that connection. Each incoming request will be forwarded to the game program to handle, via the network message queue.

intrinsic class HTTPServer :   Object

Superclass Tree   (in declaration order)


Subclass Tree  


Global Objects  


Summary of Properties  


Summary of Methods  

getAddress  getIPAddress  getPortNum  shutdown 

Inherited from Object :
getPropList  getPropParams  getSuperclassList  isClass  isTransient  ofKind  propDefined  propInherited  propType  valToSymbol 




getAddress ( )httpsrv.h[120]

Get the listening address. This returns a string giving the original binding address specified when the object was constructed. This can contain either a host name or an IP address, since either form can be used in the constructor.

getIPAddress ( )httpsrv.h[126]
Get the listening IP address. This returns the numerical IP address where the server is listening for connections.

getPortNum ( )httpsrv.h[136]
Get the port number. This returns an integer giving the TCP/IP network port number on which this server is listening for incoming connections. Clients connect to the port by including it in the HTTP URL, after the host name. For example, if the server is on port 10815, the client would connect to a URL of the form

shutdown (wait?)httpsrv.h[112]
Shut down the server. This immediately disconnects the server from its network port; no further client connections will be accepted once the server shuts down. In addition, all of the server threads that were started by this server object will be notified to terminate.

If 'wait' is omitted or is nil, the routine sends the shutdown notification to the main server and to its server threads, then immediately returns. This means that one or more of the server's background threads might continue to run for a while after shutdown() returns. The main practical consideration is that the port number used by the server might not be immediately available for use by a new server object, since the port won't be closed until the server actually exits.

If 'wait' is true, this routine won't return until all of the server threads have actually terminated.

The return value is true if all server threads have terminated, nil if any server threads are still running. It's legal to call this routine repeatedly, so you can make repeated calls to shutdown(nil) to poll for completion. This is useful if you need to wait until the server shuts down to move on to a next step, but you have other work you can perform in the meantime. If you don't have any other work, you can avoid burning CPU time by calling shutdown(true), which waits (without consuming CPU time) for the server to exit.

TADS 3 Library Manual
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