| package li.cil.oc.api |
| |
| import li.cil.oc.api.detail.NetworkAPI |
| import li.cil.oc.api.network.Node |
| import net.minecraft.world.World |
| |
| /** |
| * Interface for interacting with component 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, as well as components to send signals to computers they are attached to |
| * (and even among each other). |
| * <p/> |
| * Whenever a networkable component is placed, it should first scan its |
| * neighbors to see if a network already exists. If so, it should join that |
| * network. If multiple different networks are adjacent it should join one and |
| * then merge it with the other(s). If no networks exist, it should create a new |
| * one. All this logic is provided by `Network.joinOrCreateNetwork`. |
| * <p/> |
| * Note that for network nodes implemented in `TileEntities` adding and |
| * removal is automatically provided on chunk load and unload. When a block is |
| * placed or broken you will have to implement this logic yourself (i.e. call |
| * `Network.joinOrCreateNetwork` in `onBlockAdded` and `Network.remove` in |
| * `breakBlock`. |
| * <p/> |
| * All other kinds of nodes have to be managed manually. See `Node`. |
| * <p/> |
| * There are a couple of system messages to be aware of. These are all sent by |
| * the network manager itself: |
| * <ul> |
| * <li>`system.connect` is generated when a node is added to the network, |
| * with the added node as the sender. This will also be sent to the nodes of |
| * the other network, when a network merges with another one (both ways).</li> |
| * <li>`system.disconnect` is generated when a node is removed from the |
| * network, with the removed node as the sender. This will also be sent to the |
| * nodes of the other network(s), when a network is split (all pairs).</li> |
| * </ul> |
| * <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 `Network` to create and join networks. |
| */ |
| trait 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. |
| */ |
| def connect(nodeA: Node, nodeB: Node): Boolean |
| |
| /** |
| * 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. |
| */ |
| def disconnect(nodeA: Node, nodeB: Node): Boolean |
| |
| /** |
| * Removes a node from the network. |
| * <p/> |
| * This should be called by nodes when they are destroyed (e.g. `breakBlock`) |
| * or unloaded. 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. |
| */ |
| def remove(node: Node): Boolean |
| |
| // ----------------------------------------------------------------------- // |
| |
| /** |
| * Get the network node with the specified address. |
| * |
| * @param address the address of the node to get. |
| * @return the node with that address. |
| */ |
| def node(address: String): Option[Node] |
| |
| /** |
| * The list of all addressed nodes in this network. |
| * |
| * @return the list of nodes in this network. |
| */ |
| def nodes: Iterable[Node] |
| |
| /** |
| * The list of addressed nodes in the network visible to the specified node. |
| * <p/> |
| * This does *not* include nodes with a visibility of `Visibility.None` or |
| * a visibility of `Visibility.Neighbors` when there is no direct connection |
| * between that node and the reference node. |
| * <p/> |
| * This does *not* 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 |
| * `component_added` signals for all visible nodes in the network. |
| * |
| * @param reference the node to get the visible other nodes for. |
| * @return the nodes visible to the specified node. |
| */ |
| def nodes(reference: Node): Iterable[Node] |
| |
| /** |
| * The list of nodes the specified node is directly connected to. |
| * <p/> |
| * This *does* include nodes with a visibility of `Visibility.None`. |
| * <p/> |
| * This does *not* 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. |
| */ |
| def neighbors(node: Node): Iterable[Node] |
| |
| // ----------------------------------------------------------------------- // |
| |
| /** |
| * Sends a message to the node with the specified address. |
| * <p/> |
| * If the target node with that address has a visibility of `Visibility.None` |
| * the message will *not* be delivered to that node. If the target node with |
| * that address has a visibility of `Visibility.Neighbors` and the source |
| * node is not directly connected to the target the message will *not* 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 `computer.signal` 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 `computer.signal`. |
| * <p/> |
| * Note that message handlers may also return results. In this case that |
| * result will be returned from this function. In the case that there are |
| * more than one target node (shared addresses, should not happen, but may if |
| * a node implementation decides to ignore this rule) the last result that |
| * was not `None` will be returned, or `None` if all results were `None`. |
| * |
| * @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. |
| * @return the result of the message being handled, if any. |
| * @throws IllegalArgumentException if the source node is not in this network. |
| */ |
| def sendToAddress(source: Node, target: String, name: String, data: Any*): Option[Array[Any]] |
| |
| /** |
| * Sends a message to all addressed, visible neighbors of the source node. |
| * <p/> |
| * Targets are determined using `neighbors(source)` and additionally filtered |
| * for visibility (so that nodes with `Visibility.None` 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 `computer.signal` 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 `computer.signal`. |
| * |
| * @param source the node that sends the message. |
| * @param name the name of the message. |
| * @param data the message to send. |
| * @return the result of the message being handled, if any. |
| * @throws IllegalArgumentException if the source node is not in this network. |
| * @see `neighbors` |
| */ |
| def sendToNeighbors(source: Node, name: String, data: Any*): Option[Array[Any]] |
| |
| /** |
| * Sends a message to all addressed nodes visible to the source node. |
| * <p/> |
| * Targets are determined using `nodes(source)`. |
| * <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 `computer.signal` 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 `computer.signal`. |
| * |
| * @param source the node that sends the message. |
| * @param data the message to send. |
| * @return the result of the message being handled, if any. |
| * @throws IllegalArgumentException if the source node is not in this network. |
| * @see `nodes` |
| */ |
| def sendToVisible(source: Node, name: String, data: Any*): Option[Array[Any]] |
| } |
| |
| object Network extends NetworkAPI { |
| /** |
| * Tries to add a tile entity network node at the specified coordinates to |
| * adjacent networks. |
| * |
| * @param world the world the tile entity lives in. |
| * @param x the X coordinate of the tile entity. |
| * @param y the Y coordinate of the tile entity. |
| * @param z the Z coordinate of the tile entity. |
| */ |
| def joinOrCreateNetwork(world: World, x: Int, y: Int, z: Int) = |
| instance.foreach(_.joinOrCreateNetwork(world, x, y, z)) |
| |
| // ----------------------------------------------------------------------- // |
| |
| /** Initialized in pre-init. */ |
| private[oc] var instance: Option[NetworkAPI] = None |
| } |