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package li.cil.oc.api.detail;
import cpw.mods.fml.common.Optional;
import dan200.computercraft.api.filesystem.IMount;
import dan200.computercraft.api.filesystem.IWritableMount;
import li.cil.oc.api.fs.FileSystem;
import li.cil.oc.api.fs.Label;
import li.cil.oc.api.network.ManagedEnvironment;
import net.minecraft.tileentity.TileEntity;
public interface FileSystemAPI {
/**
* 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:
* <pre>"/assets/" + domain + "/" + root</pre>
* <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 <tt>null</tt>.
*
* @param clazz the class whose containing JAR to wrap.
* @param domain the domain, usually your mod's ID.
* @param root an optional subdirectory.
* @return a file system wrapping the specified folder.
*/
FileSystem fromClass(Class<?> clazz, String domain, String root);
/**
* Creates a new <em>writable</em> 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 built like this:
* <pre>"saves/" + WORLD_NAME + "/opencomputers/" + root</pre>
* The first part may differ, in particular for servers.
* <p/>
* Usually the name will be the address 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.
*/
FileSystem fromSaveDirectory(String root, long capacity, boolean buffered);
/**
* Creates a new <em>writable</em> 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' <tt>/tmp</tt> mount, for example.
*
* @param capacity the capacity of the file system.
* @return a file system residing in memory.
*/
FileSystem fromMemory(long capacity);
/**
* 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.
*/
@Optional.Method(modid = "ComputerCraft")
FileSystem fromComputerCraft(IMount mount);
/**
* 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.
*/
@Optional.Method(modid = "ComputerCraft")
FileSystem fromComputerCraft(IWritableMount mount);
/**
* 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.
* <p/>
* The container parameter is used to give the file system some physical
* relation to the world, for example this is used by hard drives to send
* the disk event notifications to the client that are used to play disk
* access sounds.
* <p/>
* The container may be <tt>null</tt>, if no such context can be provided.
*
* @param fileSystem the file system to wrap.
* @param label the label of the file system.
* @param container the tile entity containing the file system.
* @return the network node wrapping the file system.
*/
ManagedEnvironment asManagedEnvironment(FileSystem fileSystem, Label label, TileEntity container);
/**
* Like {@link #asManagedEnvironment(li.cil.oc.api.fs.FileSystem, Label, TileEntity)},
* but creates a read-only label initialized to the specified value.
*
* @param fileSystem the file system to wrap.
* @param label the read-only label of the file system.
* @return the network node wrapping the file system.
*/
ManagedEnvironment asManagedEnvironment(FileSystem fileSystem, String label, TileEntity container);
/**
* Like {@link #asManagedEnvironment(li.cil.oc.api.fs.FileSystem, Label, TileEntity)},
* but does not provide a container.
*
* @param fileSystem the file system to wrap.
* @param label the label of the file system.
* @return the network node wrapping the file system.
*/
ManagedEnvironment asManagedEnvironment(FileSystem fileSystem, Label label);
/**
* Like {@link #asManagedEnvironment(li.cil.oc.api.fs.FileSystem, Label)},
* but creates a read-only label initialized to the specified value.
*
* @param fileSystem the file system to wrap.
* @param label the read-only label of the file system.
* @return the network node wrapping the file system.
*/
ManagedEnvironment asManagedEnvironment(FileSystem fileSystem, String label);
/**
* Like {@link #asManagedEnvironment(li.cil.oc.api.fs.FileSystem, Label)},
* but creates an unlabeled file system (i.e. the label can neither be read
* nor written).
*
* @param fileSystem the file system to wrap.
* @return the network node wrapping the file system.
*/
ManagedEnvironment asManagedEnvironment(FileSystem fileSystem);
}