| package li.cil.oc.api.machine; |
| |
| import li.cil.oc.api.network.Context; |
| import li.cil.oc.api.network.Environment; |
| import li.cil.oc.api.network.Node; |
| import net.minecraft.world.World; |
| |
| /** |
| * This interface has to be implemented by 'owners' of machine instances. |
| * <p/> |
| * It provides some context for the machine, in particular which world it is |
| * running in, to allow querying the time of day, for example. |
| */ |
| public interface Owner extends Context { |
| /** |
| * The world the machine is running in, e.g. if the owner is a tile entity |
| * this is the world the tile entity lives in. |
| * |
| * @return the world the machine runs in. |
| */ |
| World world(); |
| |
| /** |
| * The amount of memory (RAM) made available to the machine, in bytes. |
| * <p/> |
| * This is usually determined by the components installed in the owner, for |
| * example the memory sticks in a computer case. |
| * |
| * @return the amount of memory that can be used by the machine, in bytes. |
| */ |
| int installedMemory(); |
| |
| /** |
| * The number of components the machine can address without crashing. |
| * <p/> |
| * This is usually determined by the components installed in the owner, for |
| * example the CPUs in a server. |
| * <p/> |
| * Note that the component count does <em>not</em> include file systems. |
| * |
| * @return the number of supported components. |
| */ |
| int maxComponents(); |
| |
| /** |
| * This is called by the machine when its state changed (which can be |
| * multiple times per actual game tick), to notify the owner that it should |
| * save its state on the next world save. |
| * <p/> |
| * This method is called from executor threads, so it must be thread-safe. |
| */ |
| void markAsChanged(); |
| |
| /** |
| * This is called on the owner when the machine's {@link Environment#onConnect(Node)} |
| * method gets called. This can be useful for reacting to network events |
| * when the owner does not have its own node (for example, computer cases |
| * expose their machine's node as their own node). This callback allows it |
| * to connect its components (graphics cards and the like) when it is |
| * connected to a node network (when added to the world, for example). |
| * |
| * @param node the node that was connected to the network. |
| */ |
| void onMachineConnect(Node node); |
| |
| /** |
| * Like {@link #onMachineConnect(Node)}, except that this is called whenever |
| * the machine's {@link Environment#onDisconnect(Node)} method is called. |
| * |
| * @param node the node that was disconnected from the network. |
| */ |
| void onMachineDisconnect(Node node); |
| } |