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package li.cil.oc.api;
import dan200.computer.api.IMount;
import dan200.computer.api.IWritableMount;
import li.cil.oc.api.detail.FileSystemAPI;
import li.cil.oc.api.network.ManagedEnvironment;
final public class FileSystem {
/**
* Creates a new file system based on the location of a class.
* <p/>
* This can be used to wrap a folder in the assets folder of your mod's JAR.
* The actual path is built like this: `"/assets/" + domain + "/" + root`.
* <p/>
* If the class is located in a JAR file, this will create a read-only file
* system based on that JAR file. If the class file is located in the native
* file system, this will create a read-only file system first trying from
* the actual location of the class file, and failing that by searching the
* class path (i.e. it'll look for a path constructed as described above).
* <p/>
* If the specified path cannot be located, the creation fails and this
* returns `None`.
*
* @param clazz the class whose containing JAR to wrap.
* @param domain the mod domain, usually its name.
* @param root an optional subdirectory.
* @return a file system wrapping the specified folder.
*/
public static li.cil.oc.api.fs.FileSystem fromClass(Class<?> clazz, String domain, String root) {
if (instance != null) return instance.fromClass(clazz, domain, root);
return null;
}
/**
* Creates a new *writable* file system in the save folder.
* <p/>
* This will create a folder, if necessary, and create a writable virtual
* file system based in that folder. The actual path is based in a sub-
* folder of the save folder. The actual path is e.g. built like this:
* `"saves/" + WORLD_NAME + "/opencomputers/" + root`. Where the first
* part may differ, in particular for servers. But you get the idea.
* <p/>
* Usually the name will be the name of the node used to represent the
* file system.
* <p/>
* Note that by default file systems are "buffered", meaning that any
* changes made to them are only saved to disk when the world is saved. This
* ensured that the file system contents do not go "out of sync" when the
* game crashes, but introduces additional memory overhead, since all files
* in the file system have to be kept in memory.
*
* @param root the name of the file system.
* @param capacity the amount of space in bytes to allow being used.
* @param buffered whether data should only be written to disk when saving.
* @return a file system wrapping the specified folder.
*/
public static li.cil.oc.api.fs.FileSystem fromSaveDirectory(String root, long capacity, boolean buffered) {
if (instance != null)
return instance.fromSaveDirectory(root, capacity, buffered);
return null;
}
public static li.cil.oc.api.fs.FileSystem fromSaveDirectory(String root, long capacity) {
return fromSaveDirectory(root, capacity, true);
}
/**
* Creates a new *writable* file system that resides in memory.
* <p/>
* Any contents created and written on this file system will be lost when
* the node is removed from the network.
* <p/>
* This is used for computers' `/tmp` mount, for example.
*
* @param capacity the capacity of the file system.
* @return a file system residing in memory.
*/
public static li.cil.oc.api.fs.FileSystem fromMemory(long capacity) {
if (instance != null) return instance.fromMemory(capacity);
return null;
}
/**
* Creates a new file system based on a read-only ComputerCraft mount.
*
* @param mount the mount to wrap with a file system.
* @return a file system wrapping the specified mount.
*/
public static li.cil.oc.api.fs.FileSystem fromComputerCraft(IMount mount) {
if (instance != null) return instance.fromComputerCraft(mount);
return null;
}
/**
* Creates a new file system based on a read-write ComputerCraft mount.
*
* @param mount the mount to wrap with a file system.
* @return a file system wrapping the specified mount.
*/
public static li.cil.oc.api.fs.FileSystem fromComputerCraft(IWritableMount mount) {
if (instance != null) return instance.fromComputerCraft(mount);
return null;
}
/**
* Creates a network node that makes the specified file system available via
* the common file system driver.
* <p/>
* This can be useful for providing some data if you don't wish to implement
* your own driver. Which will probably be most of the time. If you need
* more control over the node, implement your own, and connect this one to
* it. In that case you will have to forward any disk driver messages to the
* node, though, since it's visibility is neighbors only.
*
* @param fileSystem the file system to wrap.
* @param label the label of the file system.
* @return the network node wrapping the file system.
*/
public static ManagedEnvironment asManagedEnvironment(li.cil.oc.api.fs.FileSystem fileSystem, String label) {
if (instance != null)
return instance.asManagedEnvironment(fileSystem, label);
return null;
}
public static ManagedEnvironment asManagedEnvironment(li.cil.oc.api.fs.FileSystem fileSystem) {
return asManagedEnvironment(fileSystem, null);
}
// ----------------------------------------------------------------------- //
private FileSystem() {
}
public static FileSystemAPI instance = null;
}