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package li.cil.oc.api.network;
import li.cil.oc.api.Persistable;
import li.cil.oc.api.network.environment.Environment;
import li.cil.oc.api.network.environment.ManagedEnvironment;
/**
* A single node in a {@link Network}.
* <p/>
* All nodes in a network have a unique address; the network will generate a
* unique address and assign it to new nodes.
* <p/>
* Per default there are two kinds of nodes: tile entities and items.
* <p/>
* Items will usually only have nodes when in containers, such as a computer or
* disk drive. Otherwise you'll have to connect/disconnect them manually as
* desired.
* <p/>
* All other kinds of nodes you may come up with will also have to be
* handled manually.
* <p/>
* Items have to be handled by a corresponding `ItemDriver`. Existing
* blocks may be interfaced with the adapter block if a `BlockDriver` exists
* that supports the block.
* <p/>
* <em>Important</em>: like the <tt>Network</tt> interface you must not create
* your own implementations of this interface. Use the factory methods in the
* network API to create new node instances and store them in your environment.
*
* @see Component
*/
public interface Node extends Persistable {
/**
* The environment hosting this node.
* <p/>
* For blocks whose tile entities implement {@link Environment} this will
* be the tile entity. For all other implementations this will be a managed
* environment.
*/
Environment host();
/**
* The name of the node.
* <p/>
* This should be the type name of the component represented by the node,
* since this is what is returned from `driver.componentType`. As such it
* is to be expected that there be multiple nodes with the same name.
*/
String name();
/**
* The reachability of this node.
* <p/>
* This is used by the network to control which system messages to deliver
* to which nodes. This value should not change over the lifetime of a node.
* <p/>
* It furthermore determines what is returned by the <tt>Network</tt>'s
* <tt>neighbors</tt> and <tt>nodes</tt> functions.
* <p/>
* Note that this has no effect on the <em>real</em> reachability of a node;
* it is only used to filter to which nodes to send connect, disconnect and
* reconnect messages. If addressed directly, the node will still receive
* that message even if it comes from a node that should not be able to see
* it. Therefore nodes should still verify themselves that they want to
* accept a message from the message's source.
* <p/>
* A different matter is a {@link Component}'s <tt>visibility</tt>, which is
* checked before delivering messages a computer tries to send.
*/
Visibility reachability();
// ----------------------------------------------------------------------- //
/**
* The address of the node, so that it can be found in the network.
* <p/>
* This is used by the network manager when a node is added to a network to
* assign it a unique address, if it doesn't already have one. Nodes must not
* use custom addresses, only those assigned by the network. The only option
* they have is to *not* have an address, which can be useful for "dummy"
* nodes, such as cables. In that case they may ignore the address being set.
*/
String address();
/**
* The network this node is currently in.
* <p/>
* Note that valid nodes should never return `None` here. When created a node
* should immediately be added to a network, after being removed from its
* network a node should be considered invalid.
* <p/>
* This will always be set automatically by the network manager. Do not
* change this value and do not return anything that it wasn't set to.
*/
Network network();
// ----------------------------------------------------------------------- //
/**
* This is called once per tick.
* <p/>
* If the node is held by a {@link ManagedEnvironment} this function will
* also automatically be called, i.e. a managed environment should
* <em>not</em> call this function. Normal environments (tile entities, e.g)
* however <em>should</em> call this function in their own update method.
*/
void update();
Object[] receive(Message message);
}