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package li.cil.oc.api.network;
/**
* Interface for interacting with 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 (and nodes amongst each other) by using the network as an index
* structure.
* <p/>
* There are three types of nodes:
* <ul>
* <li>{@link Node}, the most basic form.</li>
* <li>{@link Component}, used to expose callbacks to Lua.</li>
* <li>{@link Connector}, used for consuming of producing energy.</li>
* </ul>
* <p/>
* See <tt>Node</tt> for more details on the behavior of single nodes, and in
* particular how nodes represented by tile entities should be added.
* <p/>
* Another important concept of node networks is reachability and visibility,
* see {@link Visibility}.
* <p/>
* Note that network access in general is <em>not</em> thread safe! Networks
* should only be accessed from the main server thread. The exception are the
* connector nodes, which can be used to consume or produce energy from other
* threads.
* <p/>
* IMPORTANT: do *not* 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 {@link li.cil.oc.api.Network} to create and join networks.
*/
public interface Network {
/**
* 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 added. 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 second node.
* @return true if a new connection between the two nodes was added; false if
* the connection already existed.
* @throws IllegalArgumentException if neither node is in this network.
*/
boolean connect(Node nodeA, Node nodeB);
/**
* Removes a node connection in the network.
* <p/>
* Both nodes must be part of this network.
* <p/>
* This can be useful for cutting connections that depend on some condition
* that does not involve the nodes' actual existence in the network, such as
* the distance between two nodes, for example (think access points of a
* wireless network).
*
* @param nodeA the first node.
* @param nodeB the second node.
* @return true if the connection was cut; false if there was none.
* @throws IllegalArgumentException if the nodes are not in this network.
*/
boolean disconnect(Node nodeA, Node nodeB);
/**
* Removes a node from the network.
* <p/>
* This should be called by nodes when they are destroyed (e.g. in
* {@link net.minecraft.tileentity.TileEntity#invalidate()}) or unloaded
* (e.g. in {@link net.minecraft.tileentity.TileEntity#onChunkUnload()}).
* Removing the node can lead to one or more new networks if it was the a
* bridge node, i.e. the only node connecting the resulting networks.
*
* @param node the node to remove from the network.
* @return true if the node was removed; false if it wasn't in the network.
*/
boolean remove(Node node);
// ----------------------------------------------------------------------- //
/**
* Get the network node with the specified address.
*
* @param address the address of the node to get.
* @return the node with that address.
*/
Node node(String address);
/**
* The list of all nodes in this network.
*
* @return the list of nodes in this network.
*/
Iterable<Node> nodes();
/**
* The list of addressed nodes in the network visible to the specified node.
* <p/>
* This does <em>not</em> include nodes with a visibility of <tt>None</tt>
* or a visibility of <tt>Neighbors</tt> when there is no direct connection
* between that node and the reference node.
* <p/>
* This does <em>not</em> include the node itself.
* <p/>
* This can be useful when performing a delayed initialization of a node.
* For example, computers will use this when starting up to generate
* <tt>component_added</tt> signals for all visible components in the
* network.
*
* @param reference the node to get the visible other nodes for.
* @return the nodes visible to the specified node.
*/
Iterable<Node> nodes(Node reference);
/**
* The list of nodes the specified node is directly connected to.
* <p/>
* This <em>does</em> include nodes with a visibility of <tt>None</tt>.
* <p/>
* This does <em>not</em> include the node itself.
* <p/>
* This can be used to verify arguments for components that should only work
* for other components that are directly connected to them, for example.
*
* @param node the node to get the neighbors for.
* @return a list of nodes the node is directly connect to.
* @throws IllegalArgumentException if the specified node is not in this network.
*/
Iterable<Node> neighbors(Node node);
// ----------------------------------------------------------------------- //
/**
* Sends a message to the node with the specified address.
* <p/>
* If the target node with that address has a visibility of <tt>None</tt>
* the message will <em>not</em> be delivered to that node. If the target
* node with that address has a visibility of <tt>Neighbors</tt> and the
* source node is not directly connected to the target the message will
* <em>not</em> be delivered to that 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 <tt>computer.signal</tt> 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 <tt>computer.signal</tt>.
*
* @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.
* @throws IllegalArgumentException if the source node is not in this network.
*/
void sendToAddress(Node source, String target, String name, Object... data);
/**
* Sends a message to all addressed, visible neighbors of the source node.
* <p/>
* Targets are determined using {@link #neighbors(Node)} and additionally
* filtered for reachability (so that unreachable nodes are ignored).
* <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 <tt>computer.signal</tt> 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 <tt>computer.signal</tt>.
*
* @param source the node that sends the message.
* @param name the name of the message.
* @param data the message to send.
* @throws IllegalArgumentException if the source node is not in this network.
* @see `neighbors`
*/
void sendToNeighbors(Node source, String name, Object... data);
/**
* Sends a message to all addressed nodes reachable to the source node.
* <p/>
* Targets are determined using {@link #nodes(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 <tt>computer.signal</tt> 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 <tt>computer.signal</tt>.
*
* @param source the node that sends the message.
* @param data the message to send.
* @throws IllegalArgumentException if the source node is not in this network.
* @see {@link #nodes(Node)}
*/
void sendToReachable(Node source, String name, Object... data);
/**
* Sends a message to all addressed nodes visible to the source node.
* <p/>
* Targets are determined using {@link #nodes(Node)} and additionally
* filtered for visibility (so that invisible nodes are ignored).
* <p/>
* Note that messages sent this way are <em>only</em> delivered to other
* components. The message will <em>not</em> be delivered to normal nodes.
* <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 <tt>computer.signal</tt> 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 <tt>computer.signal</tt>.
*
* @param source the node that sends the message.
* @param data the message to send.
* @throws IllegalArgumentException if the source node is not in this network.
* @see {@link #nodes(Node)}
* @see {@link Component#canBeSeenFrom(Node)}
*/
void sendToVisible(Node source, String name, Object... data);
}