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package li.cil.oc.api.network
import li.cil.oc.api.{Persistable, Network}
import net.minecraft.nbt.{NBTTagString, NBTTagCompound}
import scala.math.ScalaNumber
/**
* A single node in a `Network`.
* <p/>
* All nodes in a network <em>must</em> have a unique address; the network will
* generate a unique address and assign it to new nodes. A node must never ever
* change its address on its own accord.
* <p/>
* Per default there are two kinds of nodes: tile entities and items.
* <p/>
* If a `TileEntity` extends this trait, it will automatically be added and
* removed from the network when its chunk is loaded and unloaded. What you
* will have to ensure is that it is added/removed to/from its network when
* the corresponding block is added/removed (e.g. placed or broken by the
* player). For adding a node representing a block to the network you should
* always use `Network.joinOrCreateNetwork`, which will take care of all the
* heavy lifting for you. For removing it, use `node.network.get.remove(node)`.
* <p/>
* Items will usually only have nodes when in containers, such as a computer or
* disk drive. Otherwise you'll have to connect/disconnect them manually as
* desired.
* <p/>
* All other kinds of nodes you may come up with will also have to be
* handled manually.
* <p/>
* Items have to be handled by a corresponding `ItemDriver`. Existing
* blocks may be interfaced with the adapter block if a `BlockDriver` exists
* that supports the block.
*
* @see Component
*/
trait Node extends Persistable {
/**
* The name of the node.
* <p/>
* This should be the type name of the component represented by the node,
* since this is what is returned from `driver.componentType`. As such it
* is to be expected that there be multiple nodes with the same name.
*/
val name: String
/**
* The visibility of this node.
* <p/>
* This is used by the network to control which system messages to deliver to
* which nodes. This value should not change over the lifetime of a node.
* Note that this has no effect on the real reachability of a node; it is
* only used to filter to which nodes to send connect, disconnect and
* reconnect messages. If addressed directly or when a broadcast is sent, the
* node will still receive that message. Therefore nodes should still verify
* themselves that they want to accept a message from the message's source.
*/
val visibility: Visibility.Value
// ----------------------------------------------------------------------- //
/**
* The address of the node, so that it can be found in the network.
* <p/>
* This is used by the network manager when a node is added to a network to
* assign it a unique address, if it doesn't already have one. Nodes must not
* use custom addresses, only those assigned by the network. The only option
* they have is to *not* have an address, which can be useful for "dummy"
* nodes, such as cables. In that case they may ignore the address being set.
*/
final var address: Option[String] = None
/**
* The network this node is currently in.
* <p/>
* Note that valid nodes should never return `None` here. When created a node
* should immediately be added to a network, after being removed from its
* network a node should be considered invalid.
* <p/>
* This will always be set automatically by the network manager. Do not
* change this value and do not return anything that it wasn't set to.
*/
final var network: Option[Network] = None
/**
* Makes the node handle a message.
* <p/>
* Some messages may expect a result. In this case the handler function may
* return that result. If multiple handlers are executed, the last result
* that was not `None` will be used, if any. Otherwise the overall result
* will also be `None`.
* <p/>
* Note that you should always call `super.receive()` in your implementation
* since this also is used to trigger the `onConnect`, `onDisconnect` and
* `onAddressChange` functions.
*
* @param message the message to handle.
* @return the result of the message being handled, if any.
*/
def receive(message: Message): Option[Array[Any]] = {
if (message.source == this) message.name match {
case "system.connect" => onConnect()
case "system.disconnect" => onDisconnect()
case _ => // Ignore.
}
None
}
/**
* This is called once per tick, if the node is owned either by a computer
* (meaning it's an item component installed in a computer) or is managed by
* an adapter (meaning it was acquired via a block driver for a block whose
* tile entity is not a node).
* <p/>
* For nodes implemented directly in tile entities you should just call this
* from the tile entity's `updateEntity` function yourself, as necessary.
* <p/>
* When implementing an "inventory", i.e. something that holds item
* components, be sure to call `update` for the installed components' nodes.
*/
def update() {}
// ----------------------------------------------------------------------- //
/**
* Reads a previously stored address value from the specified tag.
* <p/>
* This should be called when associated object is loaded. For items, this
* should be called when their container is loaded. For blocks this should
* be called when their tile entity is loaded.
*
* @param nbt the tag to read from.
*/
override abstract def readFromNBT(nbt: NBTTagCompound) = {
super.readFromNBT(nbt)
if (nbt.hasKey("address") && nbt.getTag("address").isInstanceOf[NBTTagString])
address = Option(nbt.getString("address"))
}
/**
* Stores the node's address in the specified NBT tag, to keep addresses the
* same across unloading/loading.
* <p/>
* This should be called when the implementing class is saved. For items,
* this should be called when their container is saved. For blocks this
* should be called when their tile entity is saved.
*
* @param nbt the tag to write to.
*/
override abstract def writeToNBT(nbt: NBTTagCompound) = {
super.writeToNBT(nbt)
address.foreach(nbt.setString("address", _))
}
// ----------------------------------------------------------------------- //
/**
* Called when this node is added to a network.
* <p/>
* Use this for custom initialization logic.
*/
protected def onConnect() {}
/**
* Called when this node is removed from a network.
* <p/>
* Use this for custom tear-down logic. A node should be considered invalid
* and non-reusable after this has happened.
*/
protected def onDisconnect() {}
// ----------------------------------------------------------------------- //
/**
* Handy function for returning a list of results.
*
* @param args the values to return.
* @return and array option as required by `receive`.
*/
final protected def result(args: Any*): Option[Array[Any]] = {
def unwrap(arg: Any): AnyRef = arg match {
case x: ScalaNumber => x.underlying
case x => x.asInstanceOf[AnyRef]
}
Some(Array(args map unwrap: _*))
}
}