blob: 045e631701b970fd3cd3e4820d5d62a274f462f5 [file] [log] [blame] [raw]
package li.cil.oc.api.network;
/**
* The environment of a node.
* <p/>
* For blocks/tile entities this will usually be the tile entity. For items
* this will usually be an object created when a component is added to a
* compatible inventory (e.g. put into a computer).
* <p/>
* Tile entities should implement this interface if they want to be connected
* to the component network of their neighboring blocks. If you cannot do that,
* as mentioned above, you will have to provide a driver that creates a managed
* environment for the block you wish to connect instead.
* <p/>
* To get some more control over which sides of your block may connect to a
* network, see {@link SidedEnvironment}.
* <p/>
* When a tile entity implements this interface a good way of connecting and
* disconnecting is the following pattern:
* <pre>
* void updateEntity() {
* super.updateEntity()
* if (node != null && node.network == null) {
* api.Network.joinOrCreateNetwork(this);
* }
* }
*
* void onChunkUnload() {
* super.onChunkUnload()
* if (node != null) node.remove()
* }
*
* void invalidate() {
* super.invalidate()
* if (node != null) node.remove()
* }
* </pre>
* <p/>
* Item environments are always managed, so you will always have to provide a
* driver for items that should interact with the component network.
* <p/>
* To interact with environments from Lua you will have to do two things:
* <ol>
* <li>Make the environment's {@link #node} a {@link Component} and ensure
* its {@link Component#visibility} is set to a value where it can
* be seen by computers in the network.</li>
* <li>Annotate methods in the environment as {@link LuaCallback}s.</li>
* </ol>
*/
public interface Environment {
/**
* The node this environment wraps.
* <p/>
* The node is the environments gateway to the component network, and thus
* its preferred way to interact with other components in the same network.
*
* @return the node this environment wraps.
*/
Node node();
/**
* This is called when a node is added to a network.
* <p/>
* This is also called for the node itself, if it was added to the network.
* <p/>
* At this point the node's network is never <tt>null</tt> and you can use
* it to query it for other nodes. Use this to perform initialization logic,
* such as building lists of nodes of a certain type in the network.
*/
void onConnect(Node node);
/**
* This is called when a node is removed from the network.
* <p/>
* This is also called for the node itself, when it has been removed from
* its network.
* <p/>
* At this point the node's network is no longer available (<tt>null</tt>).
* Use this to perform clean-up logic such as removing references to the
* removed node.
*/
void onDisconnect(Node node);
/**
* This is the generic message handler.
* <p/>
* It is called whenever this environments {@link Node} receives a message
* that was sent via one of the <tt>send</tt> methods in the {@link Network}
* or the <tt>Node</tt> itself.
*
* @param message the message to handle.
*/
abstract void onMessage(Message message);
}