# tads-net Function Set

The tads-net function set is part of the TADS networking package. These functions provide access to certain network features.

To use these functions in your program, you must #include <tadsnet.h> in your source files. You should also add the library file tadsnet.t to your build, by adding it to the .t3m file for your project. tadsnet.t defines some helper classes that are used in conjunction with the networking functions.

## tads-net functions

connectWebUI(server, path)

Connect to the Web UI client. This sends connection information to the Web browser client that launched the game, or displays a local Web browser UI if the game was launched directly by the user from the operating system desktop or command shell.

server is the HTTPServer object that provides your game's Web server interface. path is a string giving the local resource path of the "start" page on your server. This is the fragment of the URL string after the server name, starting with a slash "/" character. (You don't have to include the "http://server" portion, because the function automatically figures this portion based on the HTTPServer's host address.)

Web UI games must call this function during program startup. This is the crucial step that tells the client UI how to connect to the game's HTTP server, so without this call, the client won't know the game's URL and thus will never even attempt to connect. You should create the HTTPServer object and call this function as soon as possible after your program starts, since some clients might abort the connection attempt if they don't get any information back within a timeout limit.

getHostName()

Returns a string giving the default host name for the computer that's running your program, or nil if the host name isn't available. The main use of this name is for setting up a network server, such as an HTTPServer object, because it tells you the name to use for binding the listener port of the server.

The host name is the name by which the machine is known on the network, but it's not usually the real Internet address of the machine. It's usually only valid within a "local" portion of the network, such as within your house or business. This means you can't hand this name to someone across the country and expect them to be able to use it to connect to your computer. It's kind of like a person's first name: if you walk up to a stranger and say "Hi, I'm Bob", it won't give them much of an idea of how to get in touch with you later. What the host name is useful for is identifying the machine to itself. It might seem a little strange that this would be necessary in the first place, but there are reasons it's needed for certain operations, such as starting a network server.

Some machines have multiple host names. When this is the case, getHostName() returns the primary or default host name, if the operating system has such a thing, otherwise it picks one arbitrarily.

Since this function is primarily for use in setting up servers, it's sensitive to the network safety level setting for server features. If the server level is 1 (local access only), the function returns 'localhost' regardless of the actual network host name. If the server level is 2 (no access), the function returns nil.

Note that you should use getLaunchHostAddr() instead of this function to establish the listening address for a TADS Web UI game. getLaunchHostAddr() returns the specific host address that the client used to launch the game, which allows you to distinguish local stand-alone launches from client/server launches.

getLaunchHostAddr()

Returns the host name that the client used to launch the program. This is a string value giving the address of a network adapter adapter on the local machine; it can be represented as a host name, or as an IP address. In either case, the value is a string that can be passed as the "hostname" parameter of the HTTPServer constructor.

If the user launched the game in local stand-alone mode, this function returns nil. This allows you to distinguish client/server Web launches from local launches. In local mode, you should simply use 'localhost' (nil is equivalent) as the host name when creating the HTTPServer object.

When a game uses the TADS Web UI to run as a client/server program, the user runs a Web browser on one computer (the "client" machine), and the TADS interpreter runs on a separate computer (the "server" machine). In this mode, the user doesn't log on to the server machine directly to launch the TADS interpreter. Instead, the user types the server machine's address into her Web browser, and the browser connects to an external Web server on the server machine. The Web server recognizes this as a request to launch the TADS game, so the Web server runs the interpreter. The Web server passes command-line information to the interpreter, just as though the user had run the interpreter manually. Part of the command-line information is the Web server's external host address. The interpreter saves the address, and makes it available to the TADS program via this function.

The launch address is important because it tells you the address that the client used to contact the Web server. We know that the client used this address to successfully reach the external Web server, so this is the address we want to use to establish our own connection to the client. Passing this address to the HTTPServer constructor accomplishes this by making the HTTPServer's listener bind to this same address.

getLocalIP()

Returns a string giving the default IP address for the computer that's running your program, or nil if no address is available. The returned address string is in the standard '1.2.3.4' decimal format. The IP address is the low-level version of the host name; the host name is actually just an alias for the IP address.

As with the host name, the local IP address is often only valid within a local network, and isn't necessarily the global Internet address of the machine.

Some computers have multiple IP addresses. An IP address isn't really associated with the machine itself, but rather with a single network adapter (the hardware card that physically plugs into the network). Some machines have more than one adapter, in which case each adapter will have its own separate IP address. On such machines, getLocalIP() returns the primary or default address, if the operating system defines such a thing; otherwise it arbitrarily returns one of the machine's valid IP addresses.

As with getHostName(), this function is sensitive to the network safety level setting for server features. If the server level is 1 (local access only), the function returns '127.0.0.1' (this is a special IP address that always refers to the local machine - it's the numerical equivalent of 'localhost'). If the server level is 2 (no access), the function returns nil.

getNetEvent(timeout?)

Waits for and returns the next event from the network message queue.

timeout is the maximum time to wait, in milliseconds. If no events occur before the timeout interval expires, the function returns a timeout event (a NetTimeoutEvent object) at the end of the interval. If this is omitted or nil, the wait is indefinite: the function won't return until a network event occurs.

The return value is a NetEvent object (or one of its subclasses) describing the event.

Network events are generated by network server objects. For more information, see the HTTPServer object.

getNetStorageURL(resource)

Returns an HTTP URL string for the given resource on the storage server. resource is a string with a resource name (i.e., the name of a "page" or file on the server.

The return value is a string with the full "http://" URL to the specified storage server resource.

This function insulates the game from the details of the storage server configuration, which can vary by game server. Using this function to build the storage server URL, rather than coding the URL directly into the game, ensures that the game will run on any game server.

See the Web deployment chapter for more information on how the storage server works.

sendNetRequest(id, url, ...)

Sends a network request. This allows the program to act as a network client, sending requests across the network to remote servers.

This routine is sensitive to the network safety settings for client access.

id is your identifier for the request, which can be any value of any type you choose. TADS doesn't use this value itself, but simply hangs onto it for the duration of the request, and passes it back to you via the requestID property of the NetReplyEvent object posted to the network event queue when the request completes. This allows you to relate the reply back to the corresponding request, so that you can go back and finish what you were doing when you originally posted the request. It's often convenient to create an object to represent the request information; if you do, that object is the natural identifier value for the request.

url is a string giving the URL of the request. This is a standard Internet URL, which must start with a "scheme" name specifying the protocol. Currently, the only protocol supported is HTTP, so the URL string must start with either "http://" or "https://".

Additional arguments depend on the protocol - see the individual protocol descriptions below.

The function has no return value.

### How requests are processed

Network requests are sent asynchronously. That is, sendNetRequest() initiates a request and then immediately returns, allowing your program to continue running while the request is processed in the background. While many requests take only a few milliseconds to complete, some take much longer, so it's best to let the program continue with other tasks while awaiting a reply. It's especially important to continue handling user interface actions, so that the program doesn't appear unresponsive to the user. When the request is completed, TADS posts a NetReplyEvent object to the network event queue with the results of the request. You read these reply events using getNetEvent().

Because the function just initiates the request and returns, it has no way of knowing whether the request will be successful or not. This means that the function can't return any status information. All results, including errors, are returned to the program via the NetReplyEvent that's posted when the request completes. If an error occurs at the system or network transmission level (e.g., TADS is unable to open a network connection to the remote server, or can't start a background thread to process the request), the statusCode property of the reply event will be a negative number indicating what went wrong. Otherwise, statusCode will be a positive number with the result status sent by the server.

### HTTP Requests

The argument list for an HTTP request looks like this:

sendNetRequest(id, url, verb, options?, headers?, body?, bodyType?)

verb is a string giving the HTTP verb (also known as the method) for the request. This is most commonly GET, POST, or PUT, but can be any valid verb the server accepts.

options is an optional integer value giving a bitwise OR (|) combination of option flags to select special features. Pass 0 or nil, or simply omit the argument, for the default behavior. The option flags are:

- NetReqNoRedirect: This tells the function not to follow HTTP redirects, but instead simply return (via the NetReplyEvent object) the raw redirect information sent back by the server. If this option isn't specified, the default is to automatically and transparently follow redirects, returning the final result from the final server after all redirections. In most cases, the default is preferable, since the client usually only cares about the actual result content, not where it came from. However, if you need full details on where the results are actually coming from, this option flag lets you override the transparent link-following behavior and obtain the full redirect information. Note that if there are multiple redirects before reaching the final page (that is, the resource at the original URL redirects to a second URL, which is itself redirected to a third URL, and so on), you'll have to follow the links one at a time, since the flag stops the process immediately at the first redirect.

  Note that automatic redirection only applies to HTTP-level redirects, via 301 result codes. There also exists a separate type of redirection via HTML <META> tags. TADS doesn't follow <META> redirects, regardless of the option flags, since it doesn't parse the content (HTML or otherwise) that the server returns.

headers is an optional string specifying any custom HTTP headers you wish to include with the request. The function automatically generates certain basic headers; any custom headers you specify are added to the automatic headers. The headers string must be given in the standard "Name: Value" format, with CR-LF (\r\n) sequences separating headers. (It's okay if the overall string ends in CR-LF, but this isn't required.) Omit this argument or pass nil if you don't have any custom headers to send.

body is a string or ByteArray object containing the content to send with the request. This only applies to certain verbs, such as POST and PUT; most HTTP verbs send only headers with the request, not a body. If a string is supplied, it will be sent as UTF-8 text; a ByteArray is sent as raw binary bytes. Omit this argument or pass nil if you don't want to send any content with the request.

If the verb is POST, body can alternatively be a LookupTable object containing a set of form fields for an HTML-style form. Each key in the table is a string giving the name of a field, and the corresponding value is a string giving the value for that field. (On an HTML form, a field is represented by an <INPUT> or <SELECT> element.) The function encodes the lookup table into an application/x-www-form-urlencoded content body for the request.

When posting form data, you can also include file uploads. These correspond to <INPUT TYPE=FILE> elements in an HTML form. To specify a file upload, use a FileUpload object as the value for the field, instead of a simple string. You must populate the FileUpload object with the following properties:

- contentType = a string with the MIME type of the file
- filename = a string with the client-side filename
- file = a String or ByteArray containing the file to upload

If the contentType property is omitted, the default is 'text/plain;charset=utf-8' if the file value is a string, or 'application/octet-stream' if it's a ByteArray. You shouldn't override the string default, since the string will be sent as UTF-8 data in any case. You should override the default for a ByteArray if you know the actual format of the data you're sending.

bodyType is a string giving the MIME type of the body data. If this is omitted or nil, the function uses a default value that depends on the body value's type:

- If body is a string, 'text/plain;charset=utf-8'
- If body is a ByteArray, 'application/octet-stream'
- If body is a LookupTable, 'application/x-www-form-urlencoded' or 'multipart/form', depending on whether any file uploads are included in the form data

When you know the specific format of ByteArray data that you're sending, you should use bodyType to specify the format, since the octet-stream type is a generic default that doesn't tell the server anything about the object you're sending. For example, if you're sending a JPEG image, you should specify 'image/jpeg'.

You shouldn't override bodyType for strings, since the content is actually sent as UTF-8 character data regardless of the MIME type you specify here.

The bodyType value is ignored entirely if the body is a LookupTable, since the function prepares the actual content data in this case and thus determines the format itself.

Note that servers aren't obligated to respect the content type you specify here (or for FileUpload objects), since they can't assume that clients are trustworthy or that they actually know the correct content type.

## The NetEvent class

The getNetEvent() function returns an object of class NetEvent (or one of NetEvent's subclasses) describing the event. NetEvent is defined in the library file tadsnet.t. You can determine the type of the event by looking at the evType property of the object:

- NetEvRequest - this represents an incoming network request from a client. When the event type is NetEvRequest, the event object is of class NetRequestEvent, a subclass of NetEvent. The evRequest property of the object contains a separate object representing the client request. You can determine the specific type of request by inspecting the class of this object:
  - For an HTTP request, the evRequest value is an object of intrinsic class HTTPRequest.
- NetEvReply - this represents a reply to a network request made with sendNetRequest(). The event object for this event type is of class NetReplyEvent. This object tells you whether the request succeeded or failed, and if it succeeded, contains the reply information from the server. Some key properties:
  - requestID contains the identifier value originally passed to sendNetRequest(), which lets you relate the reply back to the original request.
  - statusCode indicates whether the request succeeded or failed. If this is a negative number, it means that the system was unable to send the network request at all, or that the request failed due to a networking error. If the status is a positive number, it's a result code from the server; for HTTP requests, this is an HTTP status code. HTTP codes in the 200 range indicate success, and other ranges indicate errors.
  - replyBody is the content body of an HTTP reply. This is a File object, open in read-only mode, containing the data of the reply. If the reply is textual, the file is open in text mode, otherwise it's open in raw mode.
  - replyHeaders is a lookup table containing the HTTP headers of the reply. The table's keys are header names (all in lower-case), and the corresponding values are the header values, in string format. For example, replyHeaders['content-type'] contains the Content-Type header value.
- NetEvTimeout - the timeout that you specified in the call to getNetEvent() expired before any network event occurred. When the event type is NetEvTimeout, the event object is of class NetTimeoutEvent.
- NetEvDebugBreak - the user manually broke into the debugger before any network event (or timeout) occurred. This event is possible only when the program is being run under the interactive debugger. The event interrupts the event wait to allow the debugger to pause the program at a byte-code instruction.
- NetEvUIClose - the user manually closed the Web UI window. This event is possible only when the program is running in a TADS interpreter where the Web UI is integrated with the interpreter, so that both pieces are running locally on the same computer. This configuration is available on some platforms to emulate the traditional TADS interpreter, where the game runs as a simple local application with its own UI window. The NetEvUIClose event occurs when the user closes this integrated application window. In this configuration, the point is to emulate an ordinary, local, stand-alone application, so closing the window is one way for the user to terminate the program. In most cases, then, the game should simply terminate when it receives this event, because that's almost certainly the user's intention.

  This event isn't applicable in client/server mode, where the user interface is running in a Web browser. In client/server mode, the server has no reliable way of knowing when a browser window is closed; all it knows for sure is whether the client has sent any network data recently. The standard TADS Web UI library automatically exchanges messages with the server periodically just to let it know that the window is still open, but failure to receive these periodic messages doesn't necessarily mean that the user has explicitly quit; it could indicate a temporary condition beyond the user's control, such as a network interruption. (Brief outages are common, due to traffic congestion and router hiccups, and usually clear up without any manual intervention within a few moments.) This is why the UI Close event isn't used in client/server mode. Instead, the standard TADS library monitors the connection for network activity, and assumes that the client has disconnected if a certain interval (a couple of minutes, in the library default settings) elapses without any contact. This allows for brief network interruptions without interfering with the game session; an interruption won't cause the server to disconnect as long as it doesn't last longer than the inactivity limit. If the user actually has closed the browser with the intention of quitting, though, there will be no more network activity, so the server will give up waiting and shut itself down after the time limit expires.

- NetEvReplyDone - an asynchronous reply to a request (see HTTPRequest.sendReplyAsync()) has completed. This event occurs when an asynchronous reply has been successfully completed or fails with an error (such as a broken network connection). When the event type is NetEvReplyDone, the event object is of class NetReplyDoneEvent, which has the following properties and methods:
  - requestObj - the original request object for which the reply was being sent (this is an HTTPRequest object in the case of an HTTP request)
  - isSuccessful() - returns true if the reply was successfully completed, nil if it failed. There's not much that the server can do if an HTTP reply fails, since HTTP doesn't have a way for a server to initiate contact with a client. It's really up to the client to take any needed recovery action, such as retrying the request, so this error information is mostly advisory.
  - socketErr - an integer giving the network error code that caused the reply to fail, if applicable; this is zero if there was no network error.
  - errMsg - a string describing the error that caused the reply to fail, if applicable; this is nil if there was no error.

TADS 3 System Manual
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