| package li.cil.oc.api; |
| |
| /** |
| * Interface for interacting with component networks. |
| * <p/> |
| * Computers and components form ad-hoc "networks" when placed next to each |
| * other. They allow computers to communicate with the components attached to |
| * them, as well as components to send signals to computers they are attached to |
| * (and even among each other). |
| * <p/> |
| * Whenever a networkable component is placed, it should first scan its |
| * neighbors to see if a network already exists. If so, it should join that |
| * network. If multiple different networks are adjacent it should join one and |
| * then merge it with the other(s). If no networks exist, it should create a new |
| * one. All this logic is provided by {@link NetworkAPI#joinOrCreateNetwork}. |
| * <p/> |
| * Note that for network nodes implemented in <tt>TileEntities</tt> adding and |
| * removal is automatically provided on chunk load and unload. When a block is |
| * placed or broken you will have to implement this logic yourself (i.e. call |
| * <tt>NetworkAPI.joinOrCreateNetwork</tt> in <tt>onBlockAdded</tt> and |
| * <tt>getNetwork.remove</tt> in <tt>breakBlock</tt>. |
| * <p/> |
| * All other kinds of nodes have to be managed manually. Also see |
| * {@link INetworkNode}. |
| * <p/> |
| * There are a couple of system messages to be aware of. These are all sent by |
| * the network manager itself: |
| * <ul> |
| * <li><tt>network.connect</tt> is generated when a node is added to the |
| * network, with the added node as the sender.</li> |
| * <li><tt>network.disconnect</tt> is generated when a node is removed from the |
| * network, with the removed node as the sender.</li> |
| * <li><tt>network.reconnect</tt> is generated when a node's address changes, |
| * usually due to a network merge, with the node whose address changed as the |
| * sender and the old address as the only parameter.</li> |
| * </ul> |
| * <p/> |
| * IMPORTANT: do <em>not</em> implement this interface yourself and create |
| * instances of your own network implementation; this will lead to |
| * incompatibilities with the built-in network implementation (which can only |
| * merge with other networks of its own type). Always use the methods provided |
| * in <tt>NetworkAPI</tt> to create and join networks. |
| */ |
| public interface INetwork { |
| /** |
| * Adds a new node connection in the network. |
| * <p/> |
| * This is used by nodes to join an existing network. At least one of the two |
| * nodes must already be in the network. If one of the nodes is not yet in the |
| * network, it will be added to the network. If both nodes are already in the |
| * network only the connection between the two nodes is stored. If one of the |
| * nodes is not in this network but in another network, the networks will be |
| * merged. |
| * <p/> |
| * This way of adding nodes is used to build an internal graph to allow |
| * properly splitting networks when nodes are removed. |
| * |
| * @param nodeA the first node. |
| * @param nodeB the other node. |
| * @return whether a node was added or not. |
| * @throws IllegalArgumentException if neither node is in this network. |
| * @throws IllegalStateException if this is called while the network is |
| * already updating, for example from |
| * {@link INetworkNode#receive} (which may |
| * be called during the update). |
| */ |
| boolean connect(INetworkNode nodeA, INetworkNode nodeB); |
| |
| /** |
| * Removes a node from the network. |
| * <p/> |
| * This should be called by nodes when they are destroyed (e.g. onBreakBlock) |
| * or unloaded. If removing the node leads to two graphs (it was the a bridge |
| * node) the network will be split up. |
| * |
| * @param node the node to remove from the network. |
| * @return whether the node was removed. |
| */ |
| boolean remove(INetworkNode node); |
| |
| /** |
| * Sends a message to a specific node. |
| * <p/> |
| * Messages should have a unique name to allow differentiating them when |
| * handling them in a network node. For example, computers will try to parse |
| * messages named "signal" by converting the message data to a signal and |
| * inject that signal into the Lua VM, so no message not used for this purpose |
| * should be named "signal". |
| * |
| * @param source the node that sends the message. |
| * @param target the id of the node to send the message to. |
| * @param name the name of the message. |
| * @param data the message to send. |
| */ |
| void sendToNode(INetworkNode source, int target, String name, Object... data); |
| |
| /** |
| * Sends a message to all nodes in the network. |
| * <p/> |
| * Messages should have a unique name to allow differentiating them when |
| * handling them in a network node. For example, computers will try to parse |
| * messages named "signal" by converting the message data to a signal and |
| * inject that signal into the Lua VM, so no message not used for this purpose |
| * should be named "signal". |
| * |
| * @param source the node that sends the message. |
| * @param data the message to send. |
| */ |
| void sendToAll(INetworkNode source, String name, Object... data); |
| } |