| package li.cil.oc.server.component.machine |
| |
| import li.cil.oc.server.component.Machine |
| import net.minecraft.nbt.NBTTagCompound |
| |
| /** |
| * This trait abstracts away any language specific details for the Machine. |
| * |
| * At some point in the future this may allow us to introduce other languages, |
| * e.g. computers that run assembly or non-persistent computers that use a pure |
| * Java implementation of Lua. |
| */ |
| trait Architecture { |
| /** |
| * Used to check if the machine is fully initialized. If this is false no |
| * signals for detected components will be generated. Avoids duplicate signals |
| * if component_added signals are generated in the language's startup script, |
| * for already present components (see Lua's init.lua script). |
| * |
| * @return whether the machine is fully initialized. |
| */ |
| def isInitialized: Boolean |
| |
| /** |
| * This is called when the amount of memory in the computer may have changed. |
| * It is triggered by the tile entity's onInventoryChanged. |
| */ |
| def recomputeMemory() |
| |
| /** |
| * Performs a synchronized call initialized in a previous call to runThreaded. |
| */ |
| def runSynchronized() |
| |
| /** |
| * Continues execution of the machine. The first call may be used to |
| * initialize the machine (e.g. for Lua we load the libraries in the first |
| * call so that the computers boot faster). |
| * |
| * The resumed state is either Machine.State.SynchronizedReturn, when a |
| * synchronized call has been completed (via runSynchronized), or |
| * Machine.State.Yielded in all other cases (sleep, interrupt, boot, ...). |
| * |
| * This is expected to return within a very short time, usually. For example, |
| * in Lua this returns as soon as the state yields, and returns at the latest |
| * when the Settings.timeout is reached (in which case it forces the state |
| * to crash). |
| * |
| * This is expected to consume a single signal if one is present and return. |
| * If returning from a synchronized call this should consume no signal. |
| * |
| * @param enterState the state that is being resumed. |
| * @return the result of the execution. Used to determine the new state. |
| */ |
| def runThreaded(enterState: Machine.State.Value): ExecutionResult |
| |
| /** |
| * Called when a computer starts up. Used to (re-)initialize the underlying |
| * architecture logic. For example, for Lua the creates a new Lua state. |
| * |
| * This also sets up any built-in APIs for the underlying language, such as |
| * querying available memory, listing and interacting with components and so |
| * on. If this returns false the computer fails to start. |
| * |
| * @return whether the architecture was initialized successfully. |
| */ |
| def init(): Boolean |
| |
| /** |
| * Called when a computer stopped. Used to clean up any handles, memory and |
| * so on. For example, for Lua this destroys the Lua state. |
| */ |
| def close() |
| |
| /** |
| * Restores the state of this architecture as previously saved in save(). |
| * |
| * @param nbt the tag compound to save to. |
| */ |
| def load(nbt: NBTTagCompound) |
| |
| /** |
| * Saves the architecture for later restoration, e.g. across games or chunk |
| * unloads. Used to persist a computer's executions state. For native Lua this |
| * uses the Eris library to persist the main coroutine. |
| * |
| * Note that the tag compound is shared with the Machine, so collisions have |
| * to be avoided (see Machine.save for used keys). |
| * |
| * @param nbt the tag compound to save to. |
| */ |
| def save(nbt: NBTTagCompound) |
| } |