blob: 11052abe24300cb8ae8fc76b9057aaedff1c5dea [file] [log] [blame] [raw]
package li.cil.oc.api
import dan200.computer.api.{IWritableMount, IMount}
import li.cil.oc.api.detail.FileSystemAPI
import li.cil.oc.api.fs.{Mode, Handle}
import li.cil.oc.api.network.Node
/**
* Interface for file system driver compatible file systems.
* <p/>
* To create a file system from a JAR file or folder (in read-only mode; for
* example the one containing your mod) use `Filesystem.fromClass`, providing
* a class from your mod as the first parameter.
* <p/>
* To get a network node wrapping a file system and using the default file
* system driver, use `Filesystem.asNode`.
* <p/>
* Alternatively to using the factory methods for file systems in `Filesystem`
* you are free to implement this interface yourself.
* <p/>
* Note that all paths passed here are assumed to be absolute in the underlying
* file system implementation, meaning they do not contain any "." or "..", and
* are relative to the root of the file system. When wrapping a file system in
* a node with the provided factory function this is automatically ensured. If
* you call any of the functions of a file system directly it is your
* responsibility to ensure the path has been cleaned up.
*/
trait FileSystem extends Persistable {
/**
* The total storage capacity of the file system, in bytes.
* <p/>
* For read-only systems this should return zero, for writable file systems
* that do not enforce a storage limit this should be a negative value.
*
* @return the total storage space of this file system.
*/
def spaceTotal: Long
/**
* The used storage capacity of the file system, in bytes.
* <p/>
* For read-only systems this should return zero.
*
* @return the used storage space of this file system.
*/
def spaceUsed: Long
// ----------------------------------------------------------------------- //
/**
* Tests if a file or directory exists at the specified path.
* <p/>
* This function should never throw.
*
* @param path the path to check at.
* @return true if the path points to a file or directory; false otherwise.
*/
def exists(path: String): Boolean
/**
* Gets the size of a file.
* <p/>
* For files this should return the actual length of the file, in bytes. For
* folders this should return zero.
* <p/>
* If the path is invalid this should return zero. It should never throw.
*
* @param path the path to get the size for.
* @return the size of the object at the specified path.
*/
def size(path: String): Long
/**
* Tests whether the object at the specified path is a directory.
* <p/>
* If the path is invalid (i.e. there is neither a file nor a directory at
* the specified location) this should also return false. It should never
* throw.
*
* @param path the path to the object to check.
* @return true if the object is a directory; false otherwise.
*/
def isDirectory(path: String): Boolean
/**
* Gets the timestamp of the last time the file at the specified path was
* written to.
* <p/>
* For folders this should be the time they were created.
* <p/>
* If the path is invalid (i.e. there is neither a file nor a directory at
* the specified location) this should return zero. It should never throw.
* <p/>
* For read-only systems this may be zero for all queries.
*
* @param path the path to the object to get the last modified time of.
* @return the time the object was last modified.
*/
def lastModified(path: String): Long
/**
* Gets a list of all items in the specified folder.
* <p/>
* This must return the actual object names in the specified parent folder,
* not their full path. For example, for a file at `/home/test`, when doing
* `list("/home/")` this should return `["test"]`, *not* `["/home/test"]`.
* <p/>
* Sub-folders should be returned with a trailing slash, to indicate that
* they are folders. This is primarily intended to avoid Lua programs having
* to check which of the entries are folders via calling `isDirectory`, which
* would be excruciatingly slow (since each call takes one game tick).
* <p/>
* If the folder is empty this should return an empty array.
*
* @param path the path to the folder to get the contents of.
* @return an array with the names of all objects in that folder; None if
* the specified object does not exist or is not a folder.
*/
def list(path: String): Option[Array[String]]
// ----------------------------------------------------------------------- //
/**
* Deletes a file or folder.
* <p/>
* This only has to support deleting single files and empty folders. If a
* directory is non-empty this may return false. If the target object does
* not exists it should return false.
* <p/>
* This is only available for writable file systems. For read-only systems
* it should just always return false.
*
* @param path the path to the object to delete.
* @return true if the object was successfully deleted; false otherwise.
*/
def delete(path: String): Boolean
/**
* Create the specified directory.
* <p/>
* This should always only create a single directory. If the parent directory
* does not exists it should return false. If the target object already
* exists it should also return false.
* <p/>
* This is only available for writable file systems. For read-only systems
* it should just always return false.
*
* @param path the path to the directory to create.
* @return true if the directory was created; false otherwise.
*/
def makeDirectory(path: String): Boolean
/**
* Moves / renames a file or folder.
* <p/>
* This is only available for writable file systems. For read-only systems
* it should just always return false.
*
* @param from the name of the file or folder to move.
* @param to the location to move the file or folder to.
* @return true if the object was renamed; false otherwise.
* @throws FileNotFoundException if the source is not a file or folder.
*/
def rename(from: String, to: String): Boolean
/**
* Sets the time a file or folder was supposedly last modified.
* <p/>
* This is not available to the Lua side via the file system driver. It is
* intended to be used when initializing a file system to a set of known
* modification times (for example, this is used when creating a virtual
* file system from a set of real files).
*
* @param path the path of the object for which to set the modification time.
* @param time the time the object was supposedly last modified.
* @return whether the modification time was adjusted.
*/
def setLastModified(path: String, time: Long): Boolean
// ----------------------------------------------------------------------- //
/**
* Opens a file for reading or writing.
* <p/>
* This should create some internal handle to the file, based on the mode
* specified. A unique ID corresponding to that handle should be returned.
* This ID can be used in `file` to get an abstract wrapper for the handle,
* and to allow interaction with the file.
* <p/>
* It is the responsibility of the file system to restore all handles to
* their previous state when it is reloaded (game loaded for example).
*
* @param path the path to the file to open.
* @param mode the mode in which to open the file.
* @return the handle to the opened file.
* @throws FileNotFoundException if the object is not a file, or the file
* cannot be opened in the specified mode.
*/
def open(path: String, mode: Mode.Value): Int
/**
* Gets a wrapper for a file previously opened using `open`.
* <p/>
* The wrapper allows interaction with the underlying file (stream) based
* on the mode it was opened in. See the `File` interface for more details.
* <p/>
* If there is no such handle, this should return `None`, but never throw.
*
* @param handle the ID of the handle to get the wrapper for.
* @return the wrapper for that handle ID; None if the ID is invalid.
*/
def file(handle: Int): Option[Handle]
/**
* Called when the file system is close.
* <p/>
* This should close any open real file handles (e.g. all open I/O streams),
* but keep any internal state that may have to be persisted, for example
* for floppy disks (which are removed before they are saved so they don't
* save any open handles).
* <p/>
* When the filesystem is made available as a network node created via
* `FileSystem.asNode` this will be called whenever the node is disconnected
* from its network. If the node was used to represent an item (which will
* be the usual use-case, I imagine) this means the item was removed from
* its container (e.g. hard drive from a computer) or the container was
* unloaded.
*/
def close()
}
object FileSystem extends 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: `"/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.
*/
def fromClass(clazz: Class[_], domain: String, root: String = "") =
instance.fold(None: Option[FileSystem])(_.fromClass(clazz, domain, root))
/**
* 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.
*/
def fromSaveDirectory(root: String, capacity: Long, buffered: Boolean = true) =
instance.fold(None: Option[FileSystem])(_.fromSaveDirectory(root, capacity, buffered))
/**
* 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.
*/
def fromMemory(capacity: Long): Option[FileSystem] =
instance.fold(None: Option[FileSystem])(_.fromMemory(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.
*/
def fromComputerCraft(mount: IMount): Option[FileSystem] =
instance.fold(None: Option[FileSystem])(_.fromComputerCraft(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.
*/
def fromComputerCraft(mount: IWritableMount): Option[FileSystem] =
instance.fold(None: Option[FileSystem])(_.fromComputerCraft(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, since it's visibility is neighbors only.
*
* @param fileSystem the file system to wrap.
* @return the network node wrapping the file system.
*/
def asNode(fileSystem: FileSystem) =
instance.fold(None: Option[Node])(_.asNode(fileSystem))
// ----------------------------------------------------------------------- //
/** Initialized in pre-init. */
private[oc] var instance: Option[FileSystemAPI] = None
}