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package li.cil.oc.api
import net.minecraft.nbt.NBTTagCompound
/**
* A single node in a `INetwork`.
* <p/>
* All nodes in a network <em>should</em> have a unique address; the network
* will try to generate a unique address and assign it to new nodes. A node must
* never ever change its address while in a network (because the lookup-table in
* the network manager would not be notified of this change). If you must change
* the address, remove the node first, change the address and then add it again.
* <p/>
* Per default there are two kinds of nodes: tile entities and item components.
* If a `TileEntity` implements this interface adding/removal from its
* network on load/unload will automatically be handled and you will only have
* to ensure it is added/removed to/from a network when the corresponding block
* is added/removed. Item components in containers have to be handled manually.
* 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 `IItemDriver`. Existing
* blocks may be interfaced with a proxy block if a `IBlockDriver` exists
* that supports the block.
*/
trait INetworkNode {
/**
* 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.
*
* @return the name of the node.
*/
def name: String
/**
* 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 in that network. Nodes should avoid using custom
* addresses since that could lead to multiple nodes with the same address in
* a network. Note that that in and by itself is supported however, it is just
* harder to work with.
* <p/>
* Some nodes may however wish to simply ignore this and always provide the
* same address (e.g. zero), when they are never expected to be used by other
* nodes (cables, for example).
*
* @return the id of this node.
*/
var address = 0
/**
* The network this node is currently in.
* <p/>
* Note that valid nodes should never return `null` here. When created a node
* should immediately be added to a network, after being removed from its
* network it should be considered invalid.
* <p/>
* This is used by the `NetworkAPI` and the network itself when merging with
* another network. You should never have to set this yourself.
*
* @return the network the node is in.
*/
var network: INetwork = null
/**
* Makes the node handle a message.
* <p/>
* Some messages may expect a result. In this case the handler function may
* return that result. If multiple handlers are executed, the last result
* that was not `None` will be used, if any. Otherwise the overall result
* will also be `None`.
* <p/>
* Note that you should always call `super.receive()` in your implementation
* since this also is used to trigger the `onConnect`, `onDisconnect` and
* `onAddressChange` functions.
*
* @param message the message to handle.
* @return the result of the message being handled, if any.
*/
def receive(message: INetworkMessage): Option[Array[Any]] = {
if (message.source == this) message.name match {
case "network.connect" => onConnect()
case "network.disconnect" => onDisconnect()
case "network.reconnect" => onAddressChange()
case _ => // Ignore.
}
None
}
/**
* Reads a previously stored address value from the specified tag.
*
* This should be called when implementing class is loaded.
*
* @param nbt the tag to read from.
*/
def load(nbt: NBTTagCompound) = address = nbt.getInteger("address")
/**
* Stores the node's address in the specified NBT tag, to keep addresses the
* same across unloading/loading.
*
* This should be called when the implementing class is saved.
*
* @param nbt the tag to write to.
*/
def save(nbt: NBTTagCompound) = nbt.setInteger("address", address)
protected def onConnect() {}
protected def onDisconnect() {}
protected def onAddressChange() {}
}