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package li.cil.oc.api.network
import li.cil.oc.api.{Persistable, Network}
import net.minecraft.nbt.{NBTTagString, NBTTagCompound}
/**
* A single node in a `INetwork`.
* <p/>
* All nodes in a network <em>must</em> have a unique address; the network will
* generate a unique address and assign it to new nodes. A node must never ever
* change its address on its own accord.
* <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 `ItemDriver`. Existing
* blocks may be interfaced with a proxy block if a `BlockDriver` exists
* that supports the block.
*/
trait Node extends Persistable {
/**
* 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 visibility 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.
* Note that this has no effect on the real reachability of a node; it is
* only used to filter to which nodes to send connect, disconnect and
* reconnect messages. If addressed directly or when a broadcast is sent, the
* node will still receive that message. Therefore nodes should still verify
* themselves that they want to accept a message from the message's source.
*
* @return visibility of the node.
*/
def visibility = Visibility.None
/**
* 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.
*
* @return the id of this node.
*/
var address: Option[String] = None
/**
* 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.
*
* @return the network the node is in.
*/
var network: Option[Network] = None
/**
* 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: Message): Option[Array[Any]] = {
if (message.source == this) message.name match {
case "network.connect" => onConnect()
case "network.disconnect" => onDisconnect()
case _ => // Ignore.
}
None
}
/**
* Reads a previously stored address value from the specified tag.
* <p/>
* This should be called when associated object is loaded. For items, this
* should be called when their container is loaded. For blocks this should
* be called when their tile entity is loaded.
*
* @param nbt the tag to read from.
*/
def load(nbt: NBTTagCompound) = {
if (nbt.hasKey("address") && nbt.getTag("address").isInstanceOf[NBTTagString])
address = Option(nbt.getString("address"))
}
/**
* Stores the node's address in the specified NBT tag, to keep addresses the
* same across unloading/loading.
* <p/>
* This should be called when the implementing class is saved. For items,
* this should be called when their container is saved. For blocks this
* should be called when their tile entity is saved.
*
* @param nbt the tag to write to.
*/
def save(nbt: NBTTagCompound) = {
address.foreach(nbt.setString("address", _))
}
/**
* Called when this node is added to a network.
* <p/>
* Use this for custom initialization logic.
*/
protected def onConnect() {}
/**
* Called when this node is removed from a network.
* <p/>
* Use this for custom tear-down logic. A node should be considered invalid
* and non-reusable after this has happened.
*/
protected def onDisconnect() {}
}