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package li.cil.oc.api;
import li.cil.oc.api.detail.Builder;
import li.cil.oc.api.network.Environment;
import li.cil.oc.api.network.Node;
import li.cil.oc.api.network.Packet;
import li.cil.oc.api.network.Visibility;
import li.cil.oc.api.network.WirelessEndpoint;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
/**
* This class provides factories for networks and nodes.
* <p/>
* The first two functions provided provided by this API are to allow existing
* environments - implemented in a tile entity for example - to join an existing
* network or create new ones. The third one is used to create nodes that may
* then be connected to an existing network. It is not possible to create
* networks that do not belong to at least one tile entity or node.
* <p/>
* It is important to understand that component networks only exist on the
* server side. It is impossible to create nodes, and therefore networks, on
* the client side. This is to enforce a clear distinction of where the actual
* logic lies - since user code only runs on the server.
* <p/>
* Note that these methods should <em>not</em> be called in the pre-init phase,
* since the {@link API#network} may not have been initialized
* at that time. Only start calling these methods in the init phase or later.
*/
public final class Network {
/**
* Tries to add a tile entity's network node(s) at the specified coordinates
* to adjacent networks.
* <p/>
* If the tile entity implements {@link Environment} its one node will be
* connected to any existing adjacent tile entity nodes. If none exist a
* new network with the specified tile entity's node as its sole entry.
* <p/>
* If the tile entity is a {@link li.cil.oc.api.network.SidedEnvironment}
* the same rules as for simple environments apply, except that the
* respective for each side is used when connecting, and each side's node
* is added to its own new network, if necessary.
*
* @param tileEntity the tile entity to initialize.
*/
public static void joinOrCreateNetwork(final TileEntity tileEntity) {
if (API.network != null)
API.network.joinOrCreateNetwork(tileEntity);
}
/**
* Creates a new network with the specified node as its initial node.
* <p/>
* This can be used to create networks that are not bound to any tile
* entity. For example, this is used to create the internal networks of
* robots.
*
* @param node the node to create the network for.
* @throws IllegalArgumentException if the node already is in a network.
*/
public static void joinNewNetwork(final Node node) {
if (API.network != null)
API.network.joinNewNetwork(node);
}
// ----------------------------------------------------------------------- //
/**
* Makes a wireless endpoint join the wireless network defined by the mod.
* <p/>
* OpenComputers tracks endpoints to which to send wireless packets sent
* via the {@link #sendWirelessPacket(WirelessEndpoint, double, Packet)}
* method. The packets will <em>only</em> be sent to endpoints registered
* with the network.
* <p/>
* <em>Important</em>: when your endpoint is removed from the world,
* <em>you must ensure it is also removed from the network</em>!
*
* @param endpoint the endpoint to register with the network.
*/
public static void joinWirelessNetwork(final WirelessEndpoint endpoint) {
if (API.network != null)
API.network.joinWirelessNetwork(endpoint);
}
/**
* Updates a wireless endpoint in the wireless network.
* <p/>
* This is more efficient than removing and then adding the node again, as
* it only performs the update if the position significantly changed since
* the last time the position was updated (more than 0.5 along any axis).
* <p/>
* Calling this for an endpoint that was not added before does nothing.
*
* @param endpoint the endpoint for which to update the position.
*/
public static void updateWirelessNetwork(final WirelessEndpoint endpoint) {
if (API.network != null)
API.network.updateWirelessNetwork(endpoint);
}
/**
* Removes a wireless endpoint from the wireless network.
* <p/>
* This must be called when an endpoint becomes invalid, otherwise it will
* remain in the network!
* <p/>
* Calling this for an endpoint that was not added before does nothing.
*
* @param endpoint the endpoint to remove from the wireless network.
*/
public static void leaveWirelessNetwork(final WirelessEndpoint endpoint) {
if (API.network != null)
API.network.leaveWirelessNetwork(endpoint);
}
/**
* Sends a packet via the wireless network.
* <p/>
* This will look for all other registered wireless endpoints in range of
* the sender and submit the packets to them. Whether another end point is
* reached depends on the distance and potential obstacles between the
* sender and the receiver (harder blocks require a stronger signal to be
* penetrated).
*
* @param source the endpoint that is sending the message.
* @param strength the signal strength with which to send the packet.
* @param packet the packet to send.
*/
public static void sendWirelessPacket(final WirelessEndpoint source, final double strength, final Packet packet) {
if (API.network != null)
API.network.sendWirelessPacket(source, strength, packet);
}
// ----------------------------------------------------------------------- //
/**
* Factory function for creating new nodes.
* <p/>
* Use this to create a node for your environment (e.g. tile entity). This
* will return a builder that can be used to further specialize the node,
* making it either a component node (for callbacks), a connector node
* (for power interaction) or both.
* <p/>
* Example use:
* <pre>
* class YourThing extends TileEntity implements Environment {
* private ComponentConnector node_ =
* api.Network.newNode(this, Visibility.Network).
* withComponent("your_thing").
* withConnector(32).
* create();
*
* public Node node() { return node_; }
*
* // ...
* }
* </pre>
* <p/>
* Note that the <em>reachability</em> specified here is the general
* availability of the created node to other nodes in the network. Special
* rules apply to components, which have a <em>visibility</em> that is used
* to control how they can be reached from computers. For example, network
* cards have a <em>reachability</em> of <tt>Visibility.Network</tt>, to
* allow them to communicate with each other, but a <em>visibility</em> of
* <tt>Visibility.Neighbors</tt> to avoid other computers in the network
* to see the card (i.e. only the user programs running on the computer the
* card installed in can see interact with it).
*
* @param host the environment the node is created for.
* @param reachability the reachability of the node.
* @return a new node builder.
*/
public static Builder.NodeBuilder newNode(final Environment host, final Visibility reachability) {
if (API.network != null)
return API.network.newNode(host, reachability);
return null;
}
/**
* Creates a new network packet as it would be sent or received by a
* network card.
* <p/>
* These packets can be forwarded by switches and access points. For wired
* transmission they must be sent over a node's send method, with the
* message name being <tt>network.message</tt>.
*
* @param source the address of the sending node.
* @param destination the address of the destination, or <tt>null</tt>
* for a broadcast.
* @param port the port to send the packet to.
* @param data the payload of the packet.
* @return the new packet.
*/
public static Packet newPacket(final String source, final String destination, final int port, final Object[] data) {
if (API.network != null)
return API.network.newPacket(source, destination, port, data);
return null;
}
/**
* Re-creates a network packet from a previously stored state.
*
* @param nbt the tag to load the packet from.
* @return the loaded packet.
*/
public static Packet newPacket(final NBTTagCompound nbt) {
if (API.network != null)
return API.network.newPacket(nbt);
return null;
}
// ----------------------------------------------------------------------- //
private Network() {
}
}